ARBOR POINTE Created by zombievillan Arbor Pointe is a symmetrical map built on the water of Forge World. Its a competetive map built mainly for 4v4 objective and slayer matches but supports all gametypes except for Race and Invasion. It also plays Multi team or even FFA if you keep the number of players to 6 and under. It was designed in Halo 3 for another 2v2 tournament that never happened so I rebuilt and redesigned it for a slightly larger scale to support 4v4 games. I was really pleased with the outcome and I had numerous positive remarks which led to changes and fixes which gave us this final product. I also plan to submit this for matchmaking but I may need to make some minor changes for that so I will have another version if needed. This is final for now so I want to release what might be my best Reach map. Now on to the pics eh? Ill start with an overview, which may not be the best pic but here you go Loadout cam shows the green side Rockets spawn on the platform another view from blue side Center (Orange) from the green side Rocket platform Bottom mid View of Orange from Purple Purple side housing the Sword Spawn Red Tower Purple window from red tower Base areas (red side and blue side are mirrored) Tower on the right, Needle Rifle and a sticky on the top and DMR on bottom Thats the map. Heres a weapon list fo ya. 8 DMRs----------------30 sec------------2 SC 4 Needle Rifles---------30 sec------------2 SC 2 ARs-----------------30 sec------------2 SC 2 Needlers-------------90 sec------------2 SC 2 Plasma Pistols--------90 sec---------------- 2 Snipers-------------150 sec------------1 SC 1 Rocket Launcher----180 sec------------1 SC 1 Sword--------------180 sec---------------- 4 Plasma nades 2 Frag grenades Thats all I got people. I put alot of time and effort into this map and I played more games on it than any other map I have made. I want to thank all the people who helped me test. There were far too many to count or name but Ill look at my stats and get some names in here. So please download and enjoy, rate and comment if you will. Download Map
I've played a few games on here and I really enjoyed myself. This really is a very good map and I'm glad you released it. Nice job.
Yay, you released another map. I'm lovin' the design. Lines of sights are reminding me of The Pit. You're an inspiration to me when it comes to design but it's hard to follow your thought process, but you certainly motivated me to strive forward. I didn't really have a sure choice for FHF, but now I do. Hope to see more soon.
So i downloaded the map and did a quick walkthrough on it and to be honest its a very well designed map. the map isnt to open to where you feel like you could be kept away from the action but not closed in enough to feel trapped. i also really liked how the walkways were all unique, and the favorite part is the towers at both bases. those are really well thought out. great map 5/5
This is such a nice looking map with very original designs. The balance is very well set, great shaping instead of a boxy style, and I especially like the middle platform in the water which helps bring out some color to the map.
Thanks guys. This is really my favorite map of mine on Reach to date. Doesnt sound great since its my second release, but I have a few others that arent completeand one other that cant be released until next month. Hopefully, I can get enough input on this map and perhaps it can make it up to MM standards but IDK yet. Thanks for the comments.
All I can say is wow. There are some maps that you can just tell will play well, and this would be one of them. I have not been able to get a game on this yet, but after a quick forge through my jaw could not be closed. It seems that you have captured just about everything with this map. The height varations are solid, and the bases seem like an improved pit design. The power weapons are not to close to each other, and I love the rocket placement; a great example of risk vs reward. Not to mention that your level design is a fresh step in the right direction, meaning it is not just a square box. I would say the only thing that really bugged me would have to be bottom mid. I feel like the elevation change should be a little more drastic, so that when you are looking through the windows it feels like you are shooting down at your enemy. I really hope this map gets the recognition that it deserves.
This map is amazing and the kind of quality and interconnectedness I aspire to when making maps. It has some very nicely planned pathways up and down and throughout the map. The RvR of the weapon placement is solid. I have a few critiques though: have you experienced frame rate problems because I felt a few very minor drops here and there? Have you considered a fusion coil up in the two towers or do you not find them a little overpowering (say with the sniper rifle)? Finally, aesthetically I don't really like the column you used to support the rocket pad, it seems a little out of place. Have you considered other pieces here, such as two large platform covers merged underneath the 2x2 flat? I really like the maps you've made on reach so far and I look forward to seeing your future work. If you ever need testers, please feel free to hit me up (gt: CyborgAnthro).
I really enjoyed my games on here. You have a lot of unique ideas that I've seen show up in 2 of your maps now. I really love all of your maps, they're all a ton of fun to play. I'm not going to go into "oohh awesome design" cause I really don't know the layout that well. But yeah, looks great, fun to play. Great job Zombie. Dockside?
As with all your maps zombie (i'm a secret admirer), the design is something to behold. Nothing too spectacular but a solid layout with lovely little ingenious touches which make all the difference. The type of maps you make is what I aim to achieve but never manage to pull off in terms of being able to tie in all my little ideas together in a solid and playable map. My highlight of this map was being able to jump off the rocket column and fire a rocket through the windows as you're coming to land. Lovely little touches like that make this map what it is.
I love the clean aesthetics of this, and the use of the windows in bottom mid are genius, by far the best use of that piece in a map I've ever seen. The layout and flow of this map is definitely MM quality (and above). My only reservation about this map is Rockets spawning on that platform, but that's just personal preference. I generally don't like being forced to jump (or use a man cannon) to get anything, especially a power weapon.
@ Cyborg, We never found those towers to be too overpowering with any weapon. Its very easy to get a nade in there from any angle in addition to the wide window behind the Sword spawn being an awesome counter for either tower. As far as frame rate issues, I really havent had them anymore. It was terrible at first but made some changes and in this posted version its not bad. The complaints I have heard are from the corners of the rocket side facing towards the large window. There it drops a little for some people. I do know its a little hairy in split screen though, which sucks but thats hard to fix. I have another version set aside that I am attempting to get in MM. I had went through and reduced object amount greatly, which improved the framerate, but made it a little less eye pleasing in my opinion. It removes the window from top mid and I was forced to use blocks with glass, (which I think are ugly, 4x4, 5x5s ya know). I had to make some floors and walls out of them and also made rocket spawn a bridge instead of a platform. I havent released it because I want this to be the actual map for now. @ Erupt, Dockside soon
Wow, This looks fantastic. I can't believe I haven't even seen this yet DtL. Your work has always been great and I'm sure this is no different. Downloading now.
This is really a great map Zombie. Something about the design of the water-side of the map just captured my attention the first time I playtested this. I hate to do this, but it does remind me of The Pit a little, but only a little. It's definitely its own map and I'm really glad to have been able to get in on a few tests. Great work!
Thanks Ace, I am a fan of your maps man. I liked the pit too, so its ok that you say that, although I wasnt getting inspiration from it. @ DtL, I guess I could get it into my fileshare, I just dont want to pass it around yet because I know its not finished yet. I have fixed all the framerate issues in single player but it still lags in splitscreen which is apparently too big of an issue to look past. I am feeling pressure to put up some walls to closeup the outside rocket room. Some people are telling me that its too open and that may be causing the splitscreen lag, but I am afraid it will be bad to add too many objects back into the map since I went and cleared them out to fix one problem. I have messed around with some extra walls and I would like to see how it works, but the gameplay will be a little bit different this way. I hate this because it plays well in the posted version but the stupid framerate problem ruins the MM quality. @ Skisma, what do you mean when you say, "I can't believe I haven't even seen this yet DtL"? Are you saying Draw The Line? Maybe if he was the author it would be in MM, lol. He must do something right.
Feel free to PM me a link if you don't want it passed around left and right. If you're still having frame rate problems, let me take a look and see if I can work my magic reducing the object count... And I'm pretty sure Skisma thinks I made this map, lol. This map looks pretty slick, so I wouldn't mind taking credit for it, haha.
Lmao how embarrassing. I could have sworn I read DtL's name. You make fantastic maps too zombie! After checking this out I must say it truly is a unique symmetrical map. Seeing as how a rarely play xbox anymore, I doubt I'll get a game on it anytime soon
This is great news, after playing it for real a few times, I can say the only thing I didn't love about this map is the rocket platform (and the minor performance issues, but it sounds like you're fixing those too). Also, please don't listen to the people claiming its too open, its not, much more cover and it'll feel cluttered.