Cavalier

Discussion in 'Halo and Forge Discussion' started by cory21, May 26, 2011.

  1. cory21

    cory21 Ancient
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    Cavalier
    *New pics at the bottom*​

    *read*​


    Cavalier started out as a simple Big Team Battle map that spanned a great portion of Forge World. I came up with the design within the first month of Reach. Essentially, it is a big 'Figure-8' that starts from the back of the Canyon all the way to the front half of Paradiso. I bet you're wishing you would have thought of this first, aren't you ;)

    The basic idea of the map is a large '8' around Forge World. Vehicle combat if heavily emphasized, especially with Warthogs, Ghosts, and Mongeese. Actually, those are the only vehicles on the map. You won't find any un-fun vehicles such as Revenants, Scorpions, Rocket-Hogs, or (shudders) the Banshee. There 6 'Hogs, 4 Ghosts, and 4 Mongeese.

    If vehicles aren't your thing (what's wrong with you?), then I did take extra time designing options for you infantry folk to use. You can either go right through the middle and battle for the coveted Plasma Launcher. Along the way, you'll find a Focus Rifle, Concussion Rifle, Grenade Launcher, and an Energy Sword. Oh, btw. I guess I should mention there are no Snipers. Snipers mean fun for one person, and no fun for 15 other people. Along with the fact that they can kill a Warthog with virtually no effort at all. You're going to have to adapt to the Focus Rifle if you want to fight at range.

    The other option for infantry is to take a man-cannon to the teleporter, which places you on a different corner of the center. Here, you'll find a Ghost and a Rocket Launcher, along with a Mongeese parked right next it.

    Dead Center. Here's where the Plasma launcher and Drop Shield are located.
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    The front half of Red base.
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    The Man-Cannons offer quick transport at the top of each base.
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    The Blue Outpost. A Man-Cannon shoots you from blue Base to here, and vice-versa.
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    The other Man-Cannon shoots you to this base, which houses a Teleporter and a Ghost.
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    The Red team's teleporter will take you to this base, stationed closely to the center.
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    Here's the overview you've been dying to see.
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    Flags are Bases, stars are 2-way Teleporters.
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    *New pics*

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    BTW, a few of the issues that people were having in the last tests were: 1) Too many 'Hogs and 2) the Island Base and Canyon Base didn't play similarly.

    For the Warthogs, I'm going to try and keep testing with 6 Hogs, since it really is just awesome that way. I increased the respawn time up to 40 seconds, although I'm willing to increase it further. Also, I increased the extra ammo of the Grenade Launcher at each base to counter Hogs that circle enemy bases.

    As for the difference in how the bases played, I added a few more rocks and crates at the Canyon Base to try and match the geometry of the island a little more. Warthogs won't be able to make quick maneuvers just outside of the red base, but they can still fly through that area just as well. I'm hoping this change will also help reduce the number of hogs that stay near bases.

    BTW, I just got Assault and Stockpile setup, so we'll definitely be trying those during the next test session. Send me a Friend request if you want in on the action.
     
    #1 cory21, May 26, 2011
    Last edited: May 28, 2011
  2. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    I had considerred making a map with almost this exact layout ages ago. This looks very nice although, it looks like you would need at lest 14 to 16 players to really fill out the map. Feel free to invite me to any tests.

    Also, nice 'shopping skills :p
     
  3. I am 50tyson

    I am 50tyson Forerunner

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    It looks a little to open imo,I think maybe you should make it smaller but who knows i could be wrong
     
  4. cory21

    cory21 Ancient
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    I just got done with the first few tests on Slayer and CTF and they map plays very well. The balance between vehicles and infantry works well. The player movement is decently fast paced ( there were some people who doubted that I would be able to pull it off :p).

    The balance between infantry and vehicles works well because there are certain parts where infantry can move virtually unchallenged by vehicles, even though they are only a few yards away. But then, in order to get across parts of the map (the center), infantry will eventually be forced to expose themselves to the larger vehicles sections.

    This works great in CTF, because those areas where vehicles can intercept infantry tend to be the choke points.

    BTW, new pics are up.
     
  5. Psychoduck

    Psychoduck Spartan II
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    The map did suffer in some ways from being so massive, but it still managed to be a lot of fun. Just try cleaning up some areas so the map flows a bit better, as some areas act like funnels right now. Do this, and change up the vehicles like we were talking about in-game and you'll have a really cool (and massive) map on your hands.

    You're not compensating for something, are you? :p
     
  6. cory21

    cory21 Ancient
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    I'm still working on that area on the way back of Hemorrhage where vehicles would tend to flip over, but its kind of hard with virtually no budget left. What do you mean change the vehicles on the map? I kind of do like 6 'Hogs, and I think narrowing the space in front of the Canyon base will help filter them through instead of having them hovering around in that area.

    ...What? :p
     

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