High Ground Project

Discussion in 'Reach Competitive Maps' started by Mikal7, Oct 1, 2011.

  1. Mikal7

    Mikal7 Forerunner

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    Here's a map I've been working on. It started off as a spiritual successor to High Ground from Halo 3 (which it still is), but it ended up being a bit bigger than I intended. It plays very well, and supports all gametypes very well (except for Invasion, Invasion Slay [which i hope to change soon], Race, and griffball).

    I still haven't thought of a title, and there might be a few spawn issues. That's to be expected, though, seeing as how this is the first version of the map. I expect to be making a few tweaks and changes based on feedback, so please be sure to leave coherent feedback.

    You'll need a minimum of 8 players. Anywhere between 8 and 16 plays very well.

    Weapons:
    Assault Rifle - x5
    Needle Rifle - x9
    DMR - x5
    Magnum - x3
    Sniper Rifle - x1
    Focus Rifle - x1
    Rocket Launcher - x1
    Spartan laser - x1
    Concussion Rifle - x1
    Grenade Launcher - x1
    Plasma Pistol - x1
    Needler - x1
    Shotgun - x1
    Frag Grenades - x13
    Plasma Grenade - x9
    Plasma Turret - x1


    Vehicles:
    Mongoose - x4
    Ghost - x2
    Warthog - x1
    Revenant - x1


    Here are some screenshots. I'll post additional details about the map a bit later.

    Map Overview:
    [​IMG]

    Red Base:
    [​IMG]
    [​IMG]

    Bunker and Bridge to Red Base:
    [​IMG]
    [​IMG]
    [​IMG]

    Blue Base:
    [​IMG]
    [​IMG]
     
    #1 Mikal7, Oct 1, 2011
    Last edited: Oct 14, 2011
  2. Javidson Ist

    Javidson Ist Forerunner

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    Looks great, as for the name I think there was a thread in forge discussion with name Ideas
     
  3. Elite Warrior5

    Elite Warrior5 Forerunner
    Senior Member

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    Awesome map. I like how you combined the natural and metal so well together.
     
  4. timmypanic

    timmypanic Forerunner
    Senior Member

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    Hello, I like the look of this, some of the structure are instantly noticable to high ground. I like the bridges, the main one on top looks really accurate and well forged also the lower bunker looks good. I dont know about the lower ground, no caves or any of what I remember of high ground. Also great choice of location, I also worked out that location was best suited for a remake. I understand its not a full remake, but most of what you captured has been done well. I would suggest merging floor tidier in places so it cleanly forged. Eg the block on same level as 2*2 flat block would look better if you slightly lowered (on top bridge) look forward to playing some customs on this. Nice work
     
    #4 timmypanic, Oct 1, 2011
    Last edited: Oct 1, 2011
  5. Mikal7

    Mikal7 Forerunner

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    Thanks for the feedback. I'll definitely work on cleaning up the platforms of the main bases in the next version (1.5). After you get a few Customs going on the map, be sure to tell me how the gameplay flows.

    I'm mostly concerned with the weapon-pallet and vehicle-pallet locations. But that's gameplay stuff, and can't be reviewed unless a game is actually played. So if you get a game going, be sure to let me know how it went.

    Thanks again.
     
  6. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    Hey man, I haven't downloaded the map yet but it seems as there needs to be some more cover all around the middle. I'd would like to come in a game and help you out with any changes if you decide to make some. :) I'll download it and take a better look.
     
  7. Mikal7

    Mikal7 Forerunner

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    I know it seems like the cover around the middle is sparse, but the terrain slopes and is hilly, and provides many breaks in line-of-sight. There are open areas, however, in order to allow for vehicular combat and more visceral firefights and shootouts.

    The boulder piles and structures are placed in such a way as to allow for very gripping action. If you're caught out in the open, you're always just a quick sprint away from some sort of cover.

    So, the openness isn't really as open as it looks in the pictures. In fact, the terrain divides each 'block' of openness quite nicely. You really just have to walk around the map to get a feel for it and see what I'm talking about.

    Thanks for your input, though. If it turns out to be an issue with gameplay, I'll definitely look into some additional cover.
     
  8. mcclintonsl

    mcclintonsl Forerunner

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    y u no machine gun turret?
     
  9. Mikal7

    Mikal7 Forerunner

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    I had originally planned to make the map support invasion as well, and since two turrets can't occupy the same space in "Basic Editing" mode, I had to use a turret that could be used in both gametypes. However, I haven't added Invasion support (maybe later) and just left the turret as it was, thinking that it fit the Forerunner-theme better. Also, I think the plasma turret is a bit more accurate than the Machine Gun Turret. I could be completely wrong about that, though. Most likely, 1.5 will see the addition of the Machine Gun Turret because, like you, I miss it. :)
     
  10. a sharp corner

    a sharp corner Ancient
    Senior Member

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    Great map! i love maps that are made in this area of forge world. The only thing that looks at all sloppy (in my opinion) is the wall near the revenant which is supposed to keep players from going down the hill, and may i ask what's with the surplus of needle rifles? but these small things which i have noticed about the map are overwhelmed by its pure brilliance! Also great job on the bridge! its the most nicely forged thing I've seen all day!
     
  11. Spicy Forges

    Spicy Forges Ancient
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    Holy jizz-biscuits this looks amazing! Very well done spiritual successor to High Ground. 'Grats bro! The only thing I don't like is the defenders base looks very cluttered. See if you can maybe release an updated version where the textures fit a bit more seamlessly into one another. Only gripe, great work!
     
  12. spy penguin

    spy penguin Forerunner

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    the high ground part of the map looks just as good as the original high ground as for the other part you made it work even though the open area has nothing in it it still manages to give you cover its phenomenol. i honestly prefer this over the original because when i play the original the team that spawned in the base always seemd to win unless the other team had the laser and all the ghosts looks like you fixed this 10/10 from me.
     
  13. mcclintonsl

    mcclintonsl Forerunner

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    About the turret, you can simply rip of the plasma and stand, and set up the machine gun turret in its place before it respawns. They'll both have the same spawn place and you'll just set one to invasion only and one to slayer only/symmetrical game types only.
    If you wanted to do it like that...
     
  14. Mikal7

    Mikal7 Forerunner

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    Hmmm... You just taught me something very important. Thank you. I'll look int this when I get a chance.
     
  15. mcclintonsl

    mcclintonsl Forerunner

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    Oh ok, i really wasn't sure whether to post that, didn't want to offend if you already knew you could do stuff like that : )
     
  16. smokey tha frog

    smokey tha frog Forerunner

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    looks pretty good dude
     
  17. Mikal7

    Mikal7 Forerunner

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    Thanks, man.

    Hey, we need to play together again some time. You, Dansq, Rupertjam, Alexgamer, and me. We'll get some awesome custom games going (hopefully with some classic gametypes, like CTF, Slayer, etc.).

    As far as the map goes, if you get a game going on it, be sure to let me know how it plays.

    I know it's a little rough around the edges, but hope to fix a BUNCH of the issues in 1.5, and also include support for Invasion and Invasion Slayer (which would be AMAZING on this map).

    Right now, though, my main concern is Weapon-balance and Vehicle-balance. I might need to adjust the Spawning system for team-games, as well (I'm only using 'Weak' spawn zones, and might need to crank them up to regular spawn zones).

    I've also received a lot of useful tips and help from the people here [Thanks to all who've contributed so far: Crippy!, McClintons, and TimmyPanic. Keep it coming!]. I'm still really excited about this map, and hope that I can polish it off when I get a chance. Most likely, that'll be sometime at the end of next week.

    [br][/br]
    Edited by merge:


    Okay, for those of you concerned with gameplay, I've now gotten a match on the map (it was awesome, by the way). It was a Team Slayer game (6 vs 6, I believe, with more joining in as it went along). I saved the film and put it in my Fileshare, if you want to take a look at the gameplay.

    Unfortunately, I didn't have time to divide the saved-film into clips andd render them, so if you want to view it, you'll have to use Halo: Reach's Theater Mode. Sorry, I just didn't have time.

    Take a look:
    http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=23990228&player=Mikal7
     
    #17 Mikal7, Oct 9, 2011
    Last edited: Oct 9, 2011

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