Deadly waters run deep... Seafort is a symmetrical objective map designed for teams of 4. It features long support sight lines while still maintaining a high pace and enough variety for good close quarters combat as well. This is achieved by having three higer long range spaces- the Tops to the bases, the Strut hills, and the Towers, respectively- interspaced by lower level areas of conflict- Bottom Mid, the Base fronts, and side paths- and Interior areas linking them- the Tunnel, inside the Towers, and inner Base. These spaces are balanced in such a way that you always have a means to change what area of play you are in quickly, be it High, Low or Interior be it by walking, launching or jumping. Despite being optimized for 4v4 objective games, Seafort will also support all standard FFA gametypes as well, Slayer, Bro Slayer, and teams up to 6v6 (though it may get a tad hectic) DMRx4 Needle Riflex4 Sniperx2 Swordx1 Spikerx2 Plasma Pistolx2 Spikerx2 Needlerx2 ARx2 Pistolx2 Fragsx6 Stickiesx6 Health Packx6 This map was something I started playing around with all the way back in Halo 3, high above Sandbox in the Sky Bubble. The limited budget back then didn't support my initial ideas of havingsidewalkways and tunnels to play with, but it was a fun proof of concept nonetheless. When reach came out, i knew I'd be able to make this map the space I'd always dreamed of, and damned if I wasn't right. There is however a tad bit more work to be done, I am still getting a bit of framerate lag in some isolated areas, and I'd like to set it up for the new Invasion Skirmish gametypes, but as it stands I want to see what the community thinks of it. NO MORE FRAMERATE DROP! fixed it even for two player splitscreen. SO happy about that. Also worth noting- I originally used Jpec's Open Flat Zone Canvas as a starting point, as it was in the general place I wanted to make the map and it had the islands blocked off, however I ended up re-doing everything altogether. Figured I'd mention it though. Thanks to Kittenpaste and Stevo for help with spawning, TheOnehawk and Feigned Requiem for work on the lifts, and Ardly for piecing together the tunnels with me. Anywho, Enough with all that! On with the bits that you want! Newest version: Youtube Flythrough Overview of map Let's Roll! New Toy Front Porch High Flyin! Those who fight and run away... - Might run into invisible trouble. A clash is imminent! The Rear Window Allez-oup! 3rd floor- SPARTANS, needlers, and sweet vantage points. Backpedalin' Hot Pursuit Dropping In! Spoiler DOWNLOAD Thanks for checking my map out! Questions, comments, and concerns will be greatly appreciated!
One thing is, for the jumping picture, it just reminds me of psycho trying to jump up over and over lol This map was really fun to play on. Very well balanced. It's different than a usual symmetrical map that's wide. I would have to say one of the funnest games I played on here was multi-flag. Really fun map, and its sweet you got it working for Bro Slayer.
Hey I liked playing on this map. The layout was impressive and the tunnels and small areas were fun to battle in. I also like the overall theme of ramps and such at each base. Maybe it was just me, but this reminded me of a boat for some reason. Anyway, excellent map. 10/10
Hey man, was pretty impressed by this map when I helped out with the testing. I was worried that it was going to feel too linear at first but those side rooms really help to break that configuration. I also loved picking up the sword and going on a rampage, although the lag often cut it short (not framerate, just connection)
As I've already said, the map is great. I really liked multiflag on here. The mancannons are in the perfect places to keep the flow going. I'm glad you made changes based on the TG thread as well. Your picture editting looks pretty cool too.
The one test I got to play with you was awesome. :3 Grrr, I need to come back to Reach. x.x I misses Gnappy and Ducky!
Yeah, That's why I edited that particular Jumpup. I realized people would often crouch the first, but not the second so I pushed it up a bit so you have to crouch on the first, but not the second. I have only seen one guy miss it so far. Gotta Crouch. I'm ecstatic you like it, and as a bit of trivia I originally wanted to make this a carrier ship, with two cranes as the towers. Didn't have the means back then though. Anyway it can't be ten for ten until I mop up that framerate drop. The perception of linearity is what makes this great for objectives. Unfortunately it's also the cause of my issues. D: Those mancannons were a *****. Quick PROTIP: If you keep pushing to either side when you're flying off of one you'll land on the top of the tower rather than inside it! I had great help from TheOneHawk and Feigned Requiem. If there's a lift that can go anywhere, Hawk's the man to make it- and if there is a lift in any which place, Requiem can break it. So naturally, I pitted them against eachother! it was like getting stuck between a Rock and a Rock, it was great! They are the only reason this got done as quick as it has. [br][/br]Edited by merge: Welp, when you get on I'll try my damndest to get a 4v4 multiflag match up.
I updated this map quite heavily, and fixed the framerate issues that it had. Here's hoping you cats dig it!
This was awesome when we played, one of the best CTF maps I have seen. Besides the spot I got stuck in with no killzone, and the few times I fell in the water, there were relatively no problems in either game. The bases were hard to attack, but so rewarding when you made it. The towers were cool as well, they remind me of a broken ship. Absolutely a wonderful map, when it is done you should take it to the review hub.
I've since fixed that killzone and modified the edges on the Lift Bridge, you weren't the only one that had problems there. I'm glad you enjoy the difficulty level here. I still need to update it in my fileshare, but I'm going to as soon as I can get back on XBL. I'm glad you dig it! Run some games on it and learn all the ins and outs! There's bits that are useful for most AAs and odds and ends that help for most of the roles people can play and need to to play this one well. Updated the screens to version 2! I've fixed my framerate issues, balanced some weapon times, and added a youtube flythrough!