Pivot created by xAudienceofone Video Special Thanks to MyForgings My Forgings: Halo: Reach: Pivot - YouTube Weapon List Weapon:Count:Spawn DMR:10:45s Shotgun:2:150s Grenade Launcher:2:110s Magnum:2:30s Mounted Machine Gun:2:150s Sniper Rifle:1:180s Mongoose:2:100s Ghost:2:170s Pivot is a map inspired by the fact so many competitive maps put Slayer and Team Slayer first, then think about objective games later. I have done this act many times, and I am not saying it is a bad thing, but it is a fact that I have seen here. So after my original $5000 map contest entry began to go bad, partly due to location and partly to design, I began work on a sort of back-up map for it, and what do you know- I am releasing this instead of my intended map! pivot is designed with objective games in mind, and Slayer as an afterthought. Its design was inspired greatly by 2Fort from Team Fortress 2, and also Blood Gulch and Valhalla from Halo CE and Halo 3. I made two symmetrical bases on the island where you are closest to the falls. Here there is a hill that impedes one's view of the enemy base nearly completely, so no cross-map sniping. I tried to make the weapons as fair as possible too, I wanted no side to have an edge, so each side has equal weapons at the base, and there is one sniper in the center off to the cliff side. As for Vehicles, the map is small, so originally I wanted only mongooses, though after a test with two ghosts I knew I had to add them in. In short there is little terrain difference aside from some rock placement and incline of the natural terrain. In the end the better team will win, as it should be. No side has an advantage in this objective based map. Above: An overview of both bases and the middle ground. Notice there are two major paths between bases, the cave and the hill. Thank you for reading, and I hope you'll enjoy this map. I tested this quite a bit and must thank all those who helped me test, though I cannot remember them all, so I will try to do my best. Special Thanks to: Nutduster Grenade Gorrilla8 Broccollipie Overdoziz CyborgAnthro Okay, so that's really bad but I honestly cannot remember anyone else. I apologize and if you were one who helped test I will add you in if you just remind me. As always this map is not about getting as many downloads or a feature, I don't care, I just have fun playing and making custom maps, and I figured this one was worthy enough to share with the community. Please report any issues or concerns, and if you just want to say compliments I'll take those too! Thank you for your time.
This map is one of the better mid-sized (not quite BTB) objective maps I've seen. It's simple and unpretentious but every game of flag or bomb we played on it was great. It makes excellent use of that side of the island - the route through the cave is perhaps my favorite illustration of how building in just the right place can turn a fairly boring natural feature into something really cool. (That cave is SO much more important to proper maneuvering on Pivot than it is on Paradiso or Utopie, where it's basically an afterthought.)
I played on this one a few times and it was quite fun. The bases have a nice design and are probably my favorite part. Especially the inside. The dishes on top look nice too but you don't really see them during the game. Normally I'd say a map like this one needs another side passage to add another major route between bases, but this one plays fine without it. That said, have you considered and enclosed (or partially enclosed elevated hall on the mountain side of the map? Anyway, very straightforward and solid map.
Thank you Nutduster, I appreciate all the testing you helped me with and am happy you enjoy playing on the map. Ah yes, one of the many people I couldnt remember who helped test, sorry about that. As for your idea of an enclosed path [near sniper spawn] I don't think I will do that. Part of this map's design was to keep it as simple as possible, and besides, there is not a whole lot of room there. I appreciate the suggestion though, and thank you for helping test and I am happy to hear you had fun. Keep the feedback coming! I am eager to hear what you all think of my first semi-large map!
The looks of this map are brilliant. It also fells great and the position in forge world is unique and fits the feel of some CE maps. No doubt the gameplay is fantastic. Well done.
brilliant?... not really... good? yes. its a good map but it could use alot more detail to the map. since its a smaller map, you should be able to apply some more gimmicks to impress these 13 year old forge hubbers... donna download and check it out...
well considering it was made for the 5000 budget contest you can't say that the guy who made this deserves our congratulations. Unlike the other entries, this one is close to a BTB map. This is what makes it unique. He simply can't add more detail because the budget is used up. The map is detailed enough anyway...
Thank you very much for the compliment, I encourage you to get a game on this map as well, as far as I know they have all been quite fun and I feel as though its some form of a strange 2Fort and Blood Gulch map. Its weird, but thats how I feel when I am playing on Pivot. I agree with you, this map is just putting some buildings in a good spot, there was not much to do in all honesty. I actually had quite a bit of budget left (as it was previously stated I had a 5000$ limit for both personal reasons and the contest) so I made the bases more detailed than they originally were. As for aesthetics, I let ForgeWorld be my source. Instead of a crazy centerpiece with over a thousand invested into it I let the natural hill and trees be both appealing and create a good gameplay mechanic (the hill). The cave was a natural side path, and here it is used far more than in the BTB MM maps, which I liked. And the mountain made a good backdrop. My only dissappointments in this map was the limited access to the bases (only 2 doors) and the odd rock/Colosseum window map barriers. Overall this turned out a fun and well placed map, so I am happy with it. Thank you for the feedback, and if you find any issues please let me know.
My apologies for such a late comment, as I had wanted to get to this much earlier than I am. Pivot is a mid size map (see squad size) that uses natural geometry, and simple bases to create a fun play experience. This style of map is something I've felt reach has been missing a bit of since the game came out. It plays well for 4-5 person teams and incorporates a little bit of vehicle play (ghosts, mongeese), which is something reach does not really have. I've gotten the chance to play test pivot many times, and can say that i've enjoyed it each time. Made for the 5000 budget contest or not, the map is made well, plays well, and is fun. While it may be kind of simple (2 bases, bit of nature and rocks between them), it fits with halo style gameplay and get provoke thoughts of previous halo maps, such as valhalla, and beaver creek. The neutral sniper is well placed, and worth the risk on the map. I rarely like fusion coils and such but I think those placed around the sniper are a nice touch as they make that spot not a camping spot the moment someone grabs it. If I were to suggest a few changes to the map it would be as follows. -Make the Grenade Launchers easier to see, they can be difficult to see where they spawn, especially red sides. -Check soft kill barriers on ocean side rock, it didn't appear to be covering the whole rock, I may have missed one in forge though. -Add rocks to center so that blue side can climb on top of the central rock from their side. Overall I really enjoyed playing on the map, it was fun in both slayer and objective games, and I am always down for a game on it. Good luck in the contest, it should do quiet well. For those reading that are wondering about the map, I recommend you download, gather 7 or 9 friends and get a game on this map it will be worth your time.
Indeed not many maps use basic layouts and make use of Forgeworld's natural geometry. I think that is what helps this map stand out a bit in my own opinion. As for your suggestions I appreciate them, and may update the map with them iven if I have time and a need. The soft kill barriers on the rock I dont beleive are a issue. They extend far enough down to avoid any spawn camping, and I didnt want the whole ting to be off limits, so one can jump on the summit of the cave mountain. Thank you for your assistance in testing and your great feedback, I appreciate it greatly.