Paragon II

Discussion in 'Reach Competitive Maps' started by ONEARM, Mar 29, 2011.

  1. ONEARM

    ONEARM Ancient
    Senior Member

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    [​IMG]
     



    Note; Sorry for the long delay on Paragon II. This map has been finished for quite a while, but I didn't post it on my File Share over the past month since it's been finished. The reason being is I've been busy with other Forge Projects, and I've also been busy outside of gaming. Anyway, here's the final product of Paragon II, enjoy.





    Welcome to Paragon II

    Paragon II is a medium size symmetrical map designed for team based game like Team Slayer, CTF, Assault, etc. But also works extremely well with Free-For-All Slayer and KOTH.

    The design is an octaganal shape and the map took influences from past Halo maps such as Citadel and Midship. It was designed to keep players on edge most of the time, giving them very little breathing room and then thrown straight back into the action. The map was meant to keep players always moving around the map so the flow of the map rarely stops. It was designed for constant, non-stop action, always making sure players are always aware, vigilant, and always on edge while playing on Paragon II.
     
     
     
    Paragon II was released in part because of some minor problems that a select few of people pointed out to me, and now those past issues in the first Paragon are now going to be adressed and what has been fixed for Paragon II.

    There were two big major factors that dumbed down the full experience of Paragon. The first was the atrocious ammount of z-fighting and framerate issues. While it wasn't a big issue in Custom Games (it was still present), it was a problem in Forge. After going through and fixing the z-fighting and framerate issues as much as I could (thanks for the tips Flying Shoe ILR), I then removed the red and blue lights. It wasn't something I wanted to do, but lights cause framerate issues, so I was almost forced to remove them. Players still seem to find their way around the map perfectly by identifying landmarks (red and blue struts, one side of the map is somewhat is ligther than the other), and during team based games players haven't been confused of where they were on the map.

    The second issue was a strange problem with spawing with red and blue team (Green and Orange were fine). I soon found out that red and blue team didn't have a main spawn area for Team Slayer. There was only one spawn area for red and blue team towards the lower levels of the map (those spawn areas were somewhat small), which led to spawning problems. So I then added another "main" spawn area for red and blue team (on the upper level), and now the spawning has been fixed.

    There were a few other minor changes that I made (thanks to Flying Shoe ILR, daboiboibert, Soul Slaher X, and Bones 153 for the constructive criticism).

    The first is the centerpiece that the Rocket Launcher rests upon. Players mentioned that the centerpiece was too high, which forced players to jump to get the Rocket Launcher. They weren't able to just walk up to it and pick it up. In order to fix it, I moved the centerpiece downward a few coordinates, allowing players to pick up the Rocket Launcher without the extra effort of jumping to retrieve it.

    On the bottom floor (in the "then" Shotgun Room) there were double windows used for walls, but you could see through them, and players were able to see outside and underneath the map, which somewhat ruined the atmosphere of the map. You could even see the other parts of Forge World outside of the Coliseum (Due to there being no Coliseum Window closing off the Coliseum from other parts of Forge World). In place of the double windows are double walls, so now players cannot see anything outside of the map. It is completely enclosed.

    The Vehicle Gravity Lifts in the Needle Rifle Hallways have been removed from the walls (due to jetpack users getting hurt by them), and have been placed underneath the map so you can still hear them, but they do not affect gameplay.

    There have been a few weapon placement changes as well. Due to designing problems, I was unable to merge both Shotguns (which were virtually spawned right next to eachother) into one Shotgun with one extra clip. In order to solve this dilema, I decided to do some weapon placement switching. Both red and blue team have a lower spawn room that lead to the center room below (where the Shotguns originally spawned). Originally there were two Plasma Grenades and one Plasma Rifle in each spawn room, and there were two Shotguns in the center room below. What I did was switch the Plasma Grenades and Plasma Rifles with the Shotguns. So now instead of it being called "The Shotgun Room," it is now called the "Plasma Rifle and Plasma Grenade Room." Rediculous name, I know, how about calling it the "Plasma Room," eh?

    The lower levels ( Now The Plasma Room), as seen by playtesting, seem to be the road less traveled so it is a safer route to go, but it takes longer to travel from one side of the map to the other. It takes longer going this route then staying on the upper levels (with the exception of the outer walkways). But beware, the presence of two shotguns and two Plasma Pistols are around this area, and it is moderately easy to run into Shotgun and Plasma Pistol users. If you are in this area, there are four Plasma Grenades and two Plasma Rifles in the Plasma Room, so it would be wise to use them. I also added two more Plasma Pistols on the map on the outer walkways. I placed them symmetrically from eacother (their on seperate ends of the map) going towards the Needle Rifle hallways.

    Those are all the changes that I made from Paragon. With Paragon II, all the above problems have been fixed.
     
     
     

    Weapons
    DMR X4 (1 spare clip)
    Needler X2 (1 spare clip)
    Needle Rifle X4 (1 spare clip)
    Plasma Pistol X4
    Plasma Rifle X2
    Rocket Launcher X1 (1 spare clip)
    Shotgun X2 (No spare clips)
    Sniper Rifle X2 (1 spare clip)
    Plasma Grenades X8
    Health Station X2
     
     
     
    Screenshots

    Rocket Centerpiece
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    Needler Hallway(s)
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    Lower Team Spawn Room(s), Shotgun(s) spawn
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    Needler Spawn(s), Inner walkway(s)
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    Plasma Room (Lower center Room)
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    Another look at the Inner Walkway(s)
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    To Needle Rifle Hallway(s)
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    Health Pack Needle Rifle spawn(s)
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    Action Screenshots
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    In case you missed the download link: Paragon II 
     
    I would like to thank Flying Shoe ILR, daboiboibert, Soul Slasher X, Bones 153, and everyone else that gave me constructive criticism and helped gametesting. Without you, Paragon II wouldn't have made it.
     
    #1 ONEARM, Mar 29, 2011
    Last edited: Mar 30, 2011
  2. Ociee

    Ociee Forerunner
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    Looks really great, I love your placement of those struts, and the smooth ramps in the center, great job! Question though, if you happen to go in the lift, does it kill you?
     
  3. Kazerra

    Kazerra I Beat the Staff!

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    Great map! I love how you have considered your weapon placement thoroughly on this map to encourage fluent gameplay. Your aesthetics are great too; they're not too overpowering and are gentle on the eyes.

    Downloaded it and I really look forward to playing it in customs. Good job! ^^
     
  4. Soul Slasher

    Soul Slasher Forerunner

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    Yay! You finally posted it. I loved playing on this map, honestly. It's the style of CQC that's close but not too close to use a dmr,ar,etc. I noticed in the description some things varied that of the screenshot like the cannonmans.
    Speaking of screenshots, you didn't use mine. That's fine, doesn't really matter to me.
    Anyway, as most of your maps are it's got billions of windows. Now we all love windows, but I am amazed there's no significant issues in lag(aside from splitscreen)
    Wall that's about it.(cwatididthur?)Im glad you finally got around to posting. I hope the map gets attention on FH.
     
  5. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    NICE! I am also happy to see you finished it, and that my rusty old armor graced the screenshots a few times. Answering Ocie, yes, the lift kills you, but there is only 1 now and it looks too cool. Gotta have some way to keep jetpackers in line! Great job on this, I'm glad it came all the way through! Now all that's left to do is play the crap out of it!
     
  6. ONEARM

    ONEARM Ancient
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    I'm sorry for somewhat "neglecting," or "ignoring," you guys lately. I've just been busy outside of gaming while trying to finish up some other forge projects, some of which you know, and others not.

    All of these projects are mostly in the finishing stages, but there is still some work to be done.

    As for Paragon II, I really took my time on this map, and wanted to polish it up as much as I could. I hope you guys and I can have a gamenight soon so I can finally try out Paragon II more as well as playtest some of my "other forge projects."
     
  7. Angel of Zenith

    Angel of Zenith Forerunner

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    I love all the changes you made from the first map to the second. Especially the framrate issues. No matter how good a map looks or plays, framrate and z-fighting can ruin it.

    Btw, I like the vehicle grav lift in the center of the map.
     
  8. n3rdness

    n3rdness Forerunner

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    I am really liking the look of this map, mostly because it reminds me of the mission in Halo one where you had to deactivate the ring amplifiers. The hallways around it have uncanny resemblance to the interiors of those levels, so much so that I must ask, did you draw inspiration from those or what?
     
  9. ONEARM

    ONEARM Ancient
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    Actually, there wasn't ant inspiration from the previous Halo levels, but there was a lot of influence from Halo 3's Citadel and Halo 2's Midship.

    But, yes, it does look very similar to those levels.
     
  10. anime halo

    anime halo Forerunner
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    The map seems to be nice with aesthetics and the fx is nice with the map...the use of the objects is very nice with with mulitple objects used to create varity and a nice map to look at...the cuvriture of the map also removes the usual square map...but the map is small and has many power weapons...
     
  11. ONEARM

    ONEARM Ancient
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    There has been several gametesting done on Paragon II, and the weapon layout seems solid and the power weapons

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    Edited by merge:



    There has been several gametesting done on Paragon II, and the weapon layout seems solid and the power weapons aren't over powering.

    There is one Rocket Launcher (1 spare clip), two Shotguns (no spare clips a piece), and two Sniper Rifles (1 spare clip a piece).

    It would be great if you could go more into detail about the power weapons to see if I could make any changes.



    I take everyone's concerns into consideration.
     
    #11 ONEARM, Apr 3, 2011
    Last edited: Apr 3, 2011
  12. Angel of Zenith

    Angel of Zenith Forerunner

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    I would really loike to game test this map, though.

    I love your use of struts, and the overall atmospheere is really great. I like the whole Forerunner feeling I got when playing it. Really reminded me of the old Halo CE days. And I don't think there were too many power weapons, they felt like they were all useful in some way and didn't dominate the map.

    The map is evenely spaced out, and is symmetrical. The design is cool with that octaganal shape. Which I like.
     
  13. Eightball

    Eightball Forerunner
    Forge Critic Senior Member

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    There seems to be a lot of creativity in this map. I really like your use of struts, there are a few good ways to use them and you did a pretty good job with that. I have one concern though, you used quite a few windows, which could cause framerate problems. If there is framrate lag you should probably try to remove some of those windows. I do, however, like that you tried to come up with a new way of using the windows, by putting them at different angles. This map looks creative and interesting. Good work.
     
  14. Paranoid Monkee

    Paranoid Monkee Forerunner

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    i love the map its closed in which is cool and it reminds me of construct from halo 3 from reason...
     

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