Author: Der Flatulator6 Map Name: Habeas Corpus Map Canvas: Forge World Map Size: Small / Medium Ideal Player Count: 6-10 Supported Gametypes: Assault, Capture the Flag, Juggernaut, King of the Hill, Oddball, Slayer, Team Slayer, Territories, Head Hunter, Infection, Stockpile, Team Zlayer __________________________________________________ Description: Habeas Corpus is the first completely serious map I have developed. It is a symmetrical map designed for symmetrical CTF and Assault. 6-10 players. Download Habeas Corpus is map is fully enclosed from Forge World. The goal of this map was to provide an equal balance of Gameplay, Aesthetics and Performance, I believe I have reached this. All the play-test sessions have gone well, and I've received a lot of positive feedback. Unfortunately, this map did not make it in time for submission to Community Cartographers for Bungie's final update this July, however my hopes are high for 343 in picking up the CC system. Back onto the map, Habeas Corpus is geometrically symmetrical, but aesthetics and lights are used to determine which side of the map you are on. From the screenshots, you will notice it is quite distinct, and people haven't complained about getting lost after their first game. I have updated this map 10 times, utilizing feedback given from everyone. I am very proud of the result. It is set up for Oddball, Assault, KoTH, Slayer, Bro Slayer, Stockpile, Speedpile, Speedflag and Head-Hunter. I find the most enjoying / suited gametypes are Neutral bomb assault, Multiflag CTF and the new '3 flag' The map features a round raised center, which complements gameplay as the highest point on the map is the center,which in turn complements the 'push/pull' gameplay for objective. Weapons On Map: Spoiler 4x DMR @ 60s. 2 spare clips / 1 spare clip for neutrals 2x Sniper Rifle @180s. 1 spare clip 2x NR @ 60s.1 spare clip 2x PP @ 120s. 1x Rocket Launcher @ 160. 0 spare clips 1x Grenade Launcher @ 150. 5 spare clips 1x Energy Sword @ 170s. 2x Needler @ 100s. 1 spare clip 2x Mongoose @ 80s. 2x Plasma Repeater @ 60s 6x Plasma Grenade @ 45s 6x Frag Grenade @ 45s 2x Spiker @ 60s. 1 spare clip --No Powerups or Armour Abilities on map. (Excluding 4x Health packs @ 45 seconds) Map Overview and Weapon placement Spoiler Screenshots: Overview Blue Base Red Base Red Hall Top Mid Bottom Mid Screenshot notes: Spoiler Things to note about the screenshots shown here: In V2.0 (current): Mongeese are no more, they were removed after addition of cover made them not suit the map Minor aesthetics have been changed, to improve peformance Videos: ForgeTube Feature: ForgeTube: Habeas Corpus Flythrough: Habeas Corpus Flythrough Please leave some feedback for me!
Looks sooooo well-done. It's clean, spacious, and has perfect cover. I love the man-cannon paths to the center, as well as the nifty sword room. The weapons in the video look well-placed and balanced. Overall, amazing map, great job! I can't wait to play on this one!
Awesome man, hope you enjoy it! Feedback is appreciated, but I'm hoping to get the current version off to 343i for Matchmaking!
Framerate optimisation No framerate issues unless you have 3 or 4 players split screen. One or two is flawless. Took me many hard hours for this hope to become a reality.
This is definitely one of the more interesting maps i've seen on here lately. Your layout is superb, and you NAILED the covy feel.. I've been working on a covy themed map myself, but its found its way into development hell lol. Not a fan of dishes though, I think they are just plain ugly. I also worry that the action might congregate a little too much in the center of the map with all those pathways leading to it. Anyways, can't wait to give this baby a spin next custom I host and I wish you good luck getting this into MM.
From the dozens of tests i've played in, the action was really evenly spread. The center was a hot-spot, but that was intended, there is no issues with map flow though. [br][/br]Edited by merge: Updated OP... wrong information was wrong...
After watching the video walk-through, its seems to be a pretty solid layout. Although, in my opinion, the center room is missing something. When I first saw it, I wanted there to be a pillar, or some other structure in the center of the dish. I think that would cut down on lines of sight, and add the game-play in the center. Its amazing how one little pillar can add a lot to game-play. The downside to this approach would be that from top mid you could not see across to the otherside. Just a suggestion though, take it or leave it. I also am really digging your sword room, very sexy! Overall, seems like a pretty sweet map!
I'm really surprised how many people have liked the sword room, It was one of the areas I spent the least amount of time tweaking. About the pillar, the main problem with this is the man cannons will run straight into it. The level was designed to focus on the middle of the map, and offer other routes as alternatives -- Blocking the middle of the maps lines of sights would make player take the side routes of the map MUCH more... Something I didn't intend. Also on a performance side, adding any more objects to the center could be detrimental to performance, causing screen-lag and possibly disco. That and I'm actually running low on items... But thanks, your opinions are most definitely appreciated.
This is a solid map, I like how you made each piece go a long ways. I haven't downloaded anything in a while but you got my download for sure. Have you ever considered making the area around the man cannon any differently? I was just thinking if you made the large braces against the man cannon sideways you might be able to save a few pieces and replace the 4x4 flats on the opposing wall... just a thought
I had thought of that before, but it seemed to ruin it aesthetically. There are no performance issues so a change isn't really required. Could you elaborate on what you meant though?
well you have the large braces going straight up and down, if you made them horizontally you may get more bang for your buck. i was suggesting using the leftover pieces to replace the 4x4 flats because they are toward the inside of your map and most people follow the outside walls and watch the center. so how would that ruin it aesthetically? i would much rather see a large brace than a building block. as you have already stated you have low budget but after i finish my current map i will hop in yours and see if what im talking about is even possible
I understand now. I suppose I could change a couple of prices around. Not sure I can spare 4 braces, but I'll have a look.
If you would want to try a middle pillar you could use one way shield doors to slow players moving through the man cannons. They would hit the one way shield door and drop straight down. For the center pillar you could use the 3x1 or 5x1. I think 4 or 5 of them make a cylinder. Check out the pic for an example. Great map though. My friends and I enjoyed it. It will be in our regular rotation.
I do see where you are going with this, but there are still a few issues. Vertical one way Shields are poor performing I don't think I have 6 building blocks in my budget. Shields are expensive I would have to relocate all the neutral objectives. Rockets would then be spawned in a more confined space. (Remember Rebirth?) Pillars object density could be detrimental to overall performance. However, next time I'm in the forge, I'll see what I can do...
Great map... but I think you know that already. Neutral Bomb is where it's at! [As grammatically incorrect as that statement was, it is still accurate.]
Haha thanks, I'm proud of this map. Took me soo many hours to Forge... Considering some minor aesthitic changes, but I think I'll leave it...
Good looking map, I like how you gave the sword room a special design and how it all lays down in the center for some chaotic battles. Gameplay would most likely compare to narrows considering the pathways mostly lead to there. Nice aesthetic touches, originality is shown and with no framerate issues, this seems like a map that deserves a good review. Congrats on the work.
Thanks, this map took me roughly 10 hours to forge the 1.0 version, several hours extra for spawns, weapons etc, about another 10 hours of framerate optimisation, and heaps of testing, some done in groups dedicated to it, others just with mates. This is my proudest work, but I've got another epic one is stock, so keep a look out!
Everyone keeps assuming the fights will congregate in the center. Every time that I've tested this, most of the fighting has occurred along the side hallways leading to the bases. Then again, I think I've only tested objective games. Schism?
Nope, something even you guys haven't seen yet. I'm still working a bit on Schism though, still in Alpha. There was another map I was working on before Schism, but I never published it because I wasn't happy with the balance. It was a map using the island, but it seemed top control was still too dominant. I might come back to that though... It was called Capulet's Ridge. From ancient grudge break to new mutiny, Where civil blood makes civil hands unclean. Yeah, people assume that the center will get the most attention, but during objective (especially neutral bomb), people generally try to make a quick dash from base to base along the hallways. The map does provide the option to vear towards the center of the map, which is generally a better tactic if you are co-operating as a team.