ENIGMA Hello all, welcome to a preview of my latest map. After a number of remakes I have decided to work on my own creation, I drew out the plans for this map, giving measurements that would fit the objects and structures I wanted to use perfectly. The map plan was simple, basically a cross shaped building, linked with paths around and also containing a second floor. Many have said in testing that there are similarities with Epitaph, this was not intentional, but the lay out has worked. Test have been great, and I am now on the 3rd version. Framerate is decent but not perfect at the end of this project and I am unsure if I should change some of the walls to col walls. I have tried it out and it does improve framerate slightly, but doesn't look as good. As I test this further I hope to fix any problems before the final release. I have also managed to forge aread better. I have deleated 60+ objects and framerate is good. Also this map plays differently on different gametypes. Team most objects spawn and there is a platform above. FFA the top platform isn't there. Way down to lower level and a mancannon central that sends you either up or in 4 different directions in any ffa gametype. Infection the lower level is opened further and fx is used to give the infection atmos. In invasion slayer there are 2 fx giving a dark effect. Lights have also been added to make each area clear. This may be removed or set to individual gametype if there are fr complaints, but I am quietly confident lights will be ok on this map. I plan to test this as much as possible before release but I feel this is just about ready. working on most gametypes including, slayer(4 team), assault, ctf, neutral flag, 1 bomb assault, headhunter(4 team), oddball(4 team), terr, koth (4team), speedpile(4 team), invasion slayer, infection, jug. working for 8 players in either 2 teams of 4 or 4 teams of 2. 16 players can play infection and any other game although it will probably get a bit hectic. download link: Enigma 1.4 invasion slayer older version Spoiler Weapons: 2 x sniper 180's & 1 clip 1 x central rocket 120's & no clip (team only) 2 x magnum 10 x dmr 10's & 2 clip 4 x needler rifle 10's & 2 clip 2 x shot gun 120's & 1 clip 2 x spiker 60's & 1 clip 2 x needler 60's + 1 clip 2 x plasma repeater 60's 2 x plasma pistol 60's 1 x fuel rod 120's & no clip ffa only 6 x plasma 8 x frag 2 x health on sniper spawn 45's respawn 2 x health top bridges 45's In games and gametypes I have tried to use a similar style spawn system as seen on many halo 3 maps. I like the system and it works well. Spawns are usually close to walls and are quite well spread out. Respawn zones are only used in assault and ctf so far, not on slayer as you resapwn on team, also same principle for koth & odd ball. I intend to add all the gametypes except invasion and race. Spoiler The map is slightly different in team and ffa. There is a central structure with rocket spawn, this is removed for ffa opening a room below center with man cannon exit & hammer and fuel rod in bottom. In tests I have enjoyed both team and ffa, but it would be good to here unbiest honest opinions on this map. Thanks for looking
Hey - I haven't laid eyes on everything you've released (I don't think) but from the many I have seen, this looks much less aesthetic and much more like a genuine competitive map. If that's the case, congratulations and welcome to the dark side. It's hard to get a good feel from the screenshots - in particular I'd like to see more of the interior to understand how everything connects together. But there's some strong elements here. One thing I would perhaps suggest: in your centerpiece with the diagonal bridges, maybe turn them over to get rid of the railings. With a lower level below you appear not to need them (at least not for player safety) and that area might play better without them, especially on the four outside sections which are now basically two bridges wide with a divider in the middle. With the bridges turned upside down, all four of those areas are less likely to hang people up.
I will take some more screenshots now... these are slightly older and dont show center in team.... . Thanks for the feedback.... a good idea turning the platforms over... I will see how they look now. I have added the pictures.
Ooo I like. I really like how you incorporated epitaph into this. Would you like test feedback for it?
Wow very nice. Im glad you incorporated the epitaph feel, it looks like alot of fun. Hit me up for testing. (Im still hoping for a true epitaph remake )
Thank you. Any test feedback would be great please. [br][/br]Edited by merge: Thank you! Yeah testing would be great....my xbox live is playing up....have ordered a new modem. Hopefully won't be off line too long, but there is a copy of the file on my fileshare, if you are playing any customs I'd appreciate any testing that can be done. Thanks @Erypt when I say a hint... it is in no way a remake, but a few that I showed map intantly noticex a resemblance. But this wasn't intended and this is not a remake....although I do intend to remake epitaph at some point in the future.....
Oooh, I like that wall made out of ramps! I can't really tell without an overview, but the map looks really great and looks like it will play just as well. I don't know if the bridge pieces in the middle should be facing upwards creating railings in a flat floor...it does look better for the centerpiece but it is slightly limiting and annoying to walk on a floor with railings jutting out. Regardless I like the design from what I can see, and hope I can get a few games here at some point.
Thank you, originally I never planned for the drop section in middle, the way the map is made created corridors bellow and I wasn't/still not sure if I should do something about them, a underground alternative route could be interesting and I have a fair amount of bridges and walls available, but adding more may cause max objects problems that I have experianced in previous maps. I have had a few more tests.... still small battles but it has played really well. Thanks for the feedback, I will look at some different center piece ideas.
I can definitely see the inspiration for epitaph. This looks insane Timmy. If you need help testing, be sure to hit me up.
Pictures look good. Bit heavy on the DMR front though. I'd either drop it down to 6 or up the 10s respawn time a bit. A map like this should be DMR start anyway.
Thanks for feedback. I had 6 down originally but in tests people were screeming out for more dmr's so I added it up to 10. But as this map is up to 4 teams, it needs atleast 8 dmr for 4 teams of 2. The respawn times are similar to what I have experianced from remakes of halo 3 and I feel they work well, also weapon may be on 10's respawn, but it wouldn't be often for someone to drop a dmr in 10's and as long as it is being held it wont respawn. @Eightball.... Thanks , appreciate feedback and it would be great if I could show you this before release, and some testing. I have done a lot of work on this, reduced a large number of objects to increase framerate and I am pleased to say it is running smoothly. V1.4 is on the thread and I think is ready to be posted shortly. Thanks
I'm gonna be running this Tuesday night and giving feedback for it hopefully on Wednesday. Sorry for the delay. I wanted to run this earlier but I unfortunately haven't had time. New pics look fantastic too btw!
Thanks. Its just as well you haven't had a chance, as many improvements have been made lots of objects deleted. Am interested to here the test results. This plays best team slayer. Flag is usually very quick unless flags are at home. Ffa also plays differently. Also infection and invasion slayer now added. Thanks, looking forward to feedback
Ey Timmy, how's the framerate lag on this? I know some of your maps go so much into detail that they sometimes have a bit of framerate issues. If so, stay away from the light!!
Thanks, I'm unsure how I will use lights. I reduced object count drastically. Changed anything not used to appropriate gametype to reduce max object problems. I put lights on as I belive the framerate can hold up. Tests and feedback this week will decide. Without lights the framerate is the best possible, and I feel the map has enough features and aesthetics to look good without lights if need be. Thanks
I'm a big fan of epitaphish maps and this one looks nice, even if epitaph wasn't meant to be an inspiration. You've definitely captured a cathedral feel. It's hard to tell from the pics but it looks like it's a little sparse in ways to access the second floor. Have you considered adding more staircases either inside or outside of the map? I say this because that was a complaint on my epitaph-like map, that there should have been more ways up, including on the inside. Otherwise if you're on the inside bottom floor, you're kind of screwed. This is made worse by the fact that the second floor seems to be two or more height levels (2x2s) above the ground, so there appears to be a big height advantage and railings to protect people on the top walkways. Hope this helps.
Thanks for feedback. I will check your version now, will be interesting to see. Tests have gone well and there haven't been any complaints on ways around yet and any that were have been fixed. There are 2 symmetrical walkways up to top level, also there is a mancannon on either side, this alows access to top level quickly giving 4 ways to top level & the jet pack option. I did want to add another way either under in back walls, but after fixing this up and reducing objects to get framerate premium adding more has been off the agenda. But definitly something that's crossed my mind and could help. Thanks. . . Appreciated feedback