Halo mix - OTT Hello all welcome to a preview of my latest map. A co forge project with dt192 This is working on most gametypes, invasion, invasion slayer, ctf, assault, terr, jug , slayer... This was designed with invasion in mind but as we forged this project and layed it out we decided to also make this playable with btb games. A remix of last resort, valhalla and boarding action. I admit an unusual combination, but I was tired of symmetrical maps and wanted to try something different. I have been playing customs this weekend on this and it has been fun and enjoyed by many. Now I will test this and tweek to get this performing as good as possible. Comments and feedback always appreciated. Thanks for looking
Sorry I destroyed you last game on this with my walmart connection. I believe we managed to have a three round invasion game. I didn't like the first phase much. The ring structure gave almost no cover and the mancannons looked out of place. I think the ring needs to be larger and built of 2x3 blocks so it's a bit more substantial. Ditch the complicated inner structure because it just promotes camping the objective. Second phase was good. Third phase was really fun fighting in that multilevel building, but getting to it was terrible. Vehicles seemed most useful just taking players there. I didn't get a chance to play on defense so I can't really criticize it from that standpoint.
This looks super fun timmy, And as always you did a super job on this map. I like the idea of 3 Classics in one. My only concern is the long walkway thing leading to the building from Valhalla. It looks super open and that could cause problems. P.S on a sid note i finally played your remake of Ghost town amazing brah.
Lol, thanks for your help. There is a fair amount I want to fix up, watching through theater I watched all areas for problems. The second phase really plays well and the structure attacking has many ways around. And I was happy with how it played. The first phase was a difficult stage and in a very open place, gameplay was fun but I agree strategies could be better.... I am open to suggestions on this stage. the mancannons are there for 2 reasons. 1 for way around wheel. The other is to even out the cannon on the valhalla stage. It does feel like it could b placed somwhere else . I will look into improving, thanks for your input, and a shame we couldn't play fully due to major connection lag giving extra round of invasion lol. [br][/br]Edited by merge: I know...it isn't even on original, I had it from screenshot and I have no idea if it is a real halo map. It may seem open above, but below it provides a little more cover. I will research opinions on this. Thanks [br][/br]Edited by merge:
This looks really great timmy, it seems you kept each of the 3 maps both original with your own ideas, and added some of the design they had in there respective games to really make a interesting combination and map in general. It also looks like youve taken your time to make it really balanced between each base, I'd love to help test this one night when you plan to, is there perhaps a beta version? I'd love to see this upclose in forge
To be honest, it looks like you just threw half of Valhalla onto half of Zanzibar... with half of Boarding Action thrown onto the back of that It looks like emphasis was put on aesthetics, and not design. From the screenshots this really doesn't look like it would play very well. A big portion of the map is just blank canvas with absolutely nothing in it as well (seen mainly in the sixth screenshot). Of course, judging by screenshots doesn't tell you everything, and I'd have to play the map to be sure.
The large area you speak of between the structures may seem open, the natural land mass around this part provides cover for ground battles , agreed the ground is fairly open from above, there are two mancannons also the caves provide ways around...also vehicals....also Nothing was thrown together either. the map needed a end point to contain map and I felt the rock path on side an other made worked quite well. Although I am sceptical to the purpose and playability and fairness of boarding action.... To be honest it is hardly any of that map, more of a reminiscence. In tests, some commented the two structures are two far apart although it was only 6 v 6 and not 8 v 8 as I intended. Invasion also needs some work but played well, which is the main purpose of this map. [br][/br]Edited by merge: Thank you, there is a beta on my fileshare for testing
I checked the beta out and it is very nice, especially the part youve brought over from Zanzibar, as it brings out alot of the parts of that map I came to love. I'm not as keen on the valhalla or boarding action parts yet though, they seemed to cause quite a bit of discoing due to just the amount of pieces in view as you look out from the zanzibar wall. and toward the rock/cave path. I feel you should remove the rocks, and just let the cave work as it would without the built on path, and just add a new section onto the end of the zanzibar wall where it ends. Also try removing some of the brace larges, walkway covers from over the valhalla design make it cleaner and simpler since its not very functional , If I can find some time I will work up a design in forge to help as I love the idea you have here.
Thank you, appreciated feedback. I don't think the boarding action works on the map, It can prove to be two powerful a position for sniping and dmrs. The valhalla section seems to play well in invasion. Agreed the top of Valhalla looks a mess. I have been going off wrong screenshot and have now been on halo 3 and investigated further, It is a nice simple map that I intend to take on in the future. It is in the best position aesthetically as it starts in the water, unfortunitly it is only a puddle. But I plan to make that on the two mountains I forged Isolation in the near future. On this map I am unsure what to do, I will look into other possible structures for the opposing team too Last Resort. Of a similar height, perhaps heigh ground will work better and remove the other 2. Thanks Also will be interesting to see what ideas you have to improve, I agree about the rock path around, aesthetically it looked nicer with full access to cave area.
Well I've taken a look at the map in forge, and it seems my initial criticisms were entirely correct. You really did just take parts of three different maps, and throw them all together. Sure, each part is nicely done, but they don't fit together much at all. The Zanzibar wall and fan with the Valhalla base is okay... barely, but the boarding Action wall is completely pointless. There's nothing wrong with combining elements from different maps, but remaking large portions of completely different maps and slapping them together just doesn't work.
Thanks, I agree in what you say to some extent. The map is designed for invasion, but to get this to be also a good team map I need to make some changes, I will defend slapping , thowing or any word that makes my work seem poor. But I understand the context it is ment ...i think. I am just trying different ideas untill I find everything works well. I will be removing boarding action, I may also delete valhalla, or adapt it to be an even base to last resort, I have played with idea to make map symmetrical or adapt high grounds base to play on other side. Thanks for your input.
It would be best to make something original, that incorporates elements of other maps, rather than rip the base from High Ground for instance. Since you already have Zanzibar's wall built, you could go for a Zanzibar remake. Like I said though, it would be best to take ideas from the maps you have recreated, and try to make something new.
I have to agree, this does feel as if you have cut and pasted parts of the other maps. I don't think they look bad (though none look all that amazing compared to other remakes) but it's the fact that you put together three maps that were never designed to be together. Invasion shouldn't make a huge change between each phase, rather they should flow together with one style. Unfortunately, these areas do look so much like the maps that it feels kind of cheap, as you expect an original design and just see a few you have before. It's okay to take inspiration from these levels, but you cannot copy the layouts or specific aesthetics. If it still has the same layout or the wheel from zanzibar/ last resort it isn't anything new. A more metaphorical approach: You can cut apart three of Picasso's paintings and glue them together perfectly, but in the end you don't have a new painting, and the three parts will not fit together right. You can look at the other paintings and paint your own, but not take them or photocopy them.
It looks like a great map. Although it is a little open, which could cause a few issues. But not bad. How much of the budget do you have left?
-doesnt feel like one of those good forgers- oh well i still think it was a cool idea and who knows if it was refined a little then it would prolly work.
Budget was streched but not fully exhausted, but as much will change in this map it isn't relevant at this point. There is a preview on my fileshare that will be deleted later, you are welcome to grab a copy. Thanks [br][/br]Edited by merge: Yeah, forgive my sloppyNess, I release preview little too soon. Much will change , thanks for your input
Sure thing timmy, so far i've been looking into some of the things the others have suggested, and what you yourself have come up with so far. I'd say so far looking at the terrain and area you have built within(canyon) that perhaps taking some inspiration from Waterworks, would be a nice way to improve the design, while making a base similiar to valhalla in some ways, and keeping the zanzibar feel as that seems to be the best overall .
Thank you.... I will do some research on water works. I am unsure if I should move Last resort up and implement the cave better, I think it could be blended in better. I have started 5 maps since this but haven't made anything complex of significant, I think I will get back into this map and see what can be done. Thanks for suggestions !
I understand how you feel completely timmy, after playing the beta you provided and seeing what provided the most issues framerate wise I'd say id move last resort further back and rebuild the wall with a mix of forerunner aesthetics and last resorts closer to the beach. And for the fan keep it mostly the same as you have it now, except take out a few of the block pieces on the left side, and keep just enough on the right that once you hit the grav lift the curve will push you onto the bridge by itself. This will remove the column and alot of the piece use and give it that broken ancient look to match the wall. As for the building next to the rock arch cave, keep it more or less where you have it but add a little aesthetic to the point where it ends, and for the cave area just let the natural terrain do its job . And I suggest waterworks because of its design and shape overall, It would fit perfectly with the canyon as well as what it seems your going for gameplay wise. I suggest though if you decide to use something similiar to the raised platform in the middle of Waterworks that you add enough room underneath it for vehicles to find cover, perhaps merging some of valhalla's base design to it. Could be a beast map with enough attention and TLC and if you need some help im always around and I enjoy working up some ideas for you.