MLG Crux

Discussion in 'Reach Competitive Maps' started by jipisig, Jan 24, 2012.

  1. jipisig

    jipisig Forerunner

    Messages:
    34
    Likes Received:
    0
    Crux
    By JiPiSiG​


    Download Link
    http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=26257723&player=JiPiSiG

    Description

    Symmetrical layout, with heavy emphasis on team shooting. Power positions and various angled lines of sight promote moving around and pushing towards enemy territory. Simple layout with color coded call-outs.

    Game Types

    Capture the Flag
    Team Slayer

    Weapons

    x1 Rocket
    178s*
    x2 Sniper
    118s*
    x1 Custom
    120s
    x1 Plasma Pistol
    90s
    x4 DMR
    10s
    X4 Needle Rifle
    10s
    x4 Frag Grenade
    30s
    x2 Plasma Grenade
    30s
    x2 Health Station
    30s

    * = Constant Timer. (Drop spawn)

    Video

    (walk through)
    HALO REACH FORGE MLG MAP (Crux) - YouTube

    Screenshots

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Download Link
    http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=26257723&player=JiPiSiG
     
    #1 jipisig, Jan 24, 2012
    Last edited: Jan 24, 2012
  2. AquarianPhoenix

    AquarianPhoenix Forerunner

    Messages:
    28
    Likes Received:
    0
    This is awesome. It plays smooth and looks great, good job! I also want to say high-five on the color coding of the call out areas.

    But I have to ask, was Foundation (H2) any inspiration for this map? For some reason, that's what I feel when I watched the video. Of course, there are significant differences, but that is exactly what I feel when I see it...
     
  3. xzamplez

    xzamplez Ancient
    Forge Critic Senior Member

    Messages:
    1,716
    Likes Received:
    3,051
    This is what I call embracing the gray. grayt job!

    This map follows the formula: simple, but creative.

    Many great lines of sight, lots of dance floor, no awkward connection, good balance.

    The only thing I question, as of now, is the teleporter. Generally on a symmetrical map, a teleporter is used to improve flow, but on this map, it takes you from one power position to another. I would suggest placing teleporters on weaker points of the map, or removing them.
     
  4. jipisig

    jipisig Forerunner

    Messages:
    34
    Likes Received:
    0
    The main inspiration for this map was actually The Pit. I used the two base layout with a center structure to divide that map and reduce lag for gameplay. Next I chose a shape to theme my map off of. Which is funny you thought of Foundation because I usually theme my maps in the shape of an octagon. This time I chose to switch it up and at first my map was in the shape of a diamond. My map ended up being huge for no sprint in my opinion and I took out a good chunk and the layout formed a heart. Hence the name Crux. Crux is a synonym to heart and is defined as a vital, basic, decisive, or pivotal point. In MLG sometimes putting yourself in a crux is the difference between winning and losing.
    ^_^ I hope that answers your question.

    [br][/br]
    Edited by merge:


    I actually questioned it myself. I was trying to keep that area open specifically for rockets and make it some what of a challenge and not a place to camp. At first there were no teleporters and just the two paths from blue and red to top gold where rocktets are located and I received advice from multiple testers to add some sort of lift or jump up to top gold. Next i tried adding lift in various ways which either turned it into a camp spot or left a player extra vulnerable. Finally I decided to try out teleporters in various ways. I tried tons of different options and I'm not sure which is best. If you would like to help me explore a few options or have some kind of advice feel free to add my gamertag JiPiSiG. Please send a mssg telling me who you are if you decide to add me. ^_^ Thanks!
     
    #4 jipisig, Jan 24, 2012
    Last edited: Jan 24, 2012
  5. Mynx

    Mynx Overzealous
    Forge Critic Senior Member

    Messages:
    173
    Likes Received:
    388
    This is really cleanly forged, and I'm hoping if I get enough people on, to play a game on this.
    It's got an obvious MLG feel for it, in my opinion, and the layout is really creative (along with those ramped brace bridges, love the color). Though it usually bothers me when people use teleporters in MLG maps, I feel you used it in a decent way - reminding me of the teleporter in Zealot but with less cover. And since I have no offer to remove that teleporter but still include another route up (which I agree, is necessary), I'd say it'll have to do. Lovely use of struts for color near gold.

    Overall, good job! Hope to play it <eventually>.
     
  6. NlBBS

    NlBBS Forerunner

    Messages:
    1,388
    Likes Received:
    1
    I agree with just about everything said here regarding the map. As for the video, you did the single most annoying thing ever. Shooting at every goddamn weapon on the map and constantly reloading.
     
  7. Erupt

    Erupt Forerunner
    Forge Critic Senior Member

    Messages:
    1,193
    Likes Received:
    803
    Only things that bothered me were:

    1.) Teleporter, as stated a few times above.

    2.) The one-way shield lifts just being on the wall. I felt like they should have a bit of a cubby.. Idk, just kinda stuck out to me.

    You've got a solid map here, so the complaints are very minor. Will comment again if I ever get a game on it.
     
    #7 Erupt, Jan 24, 2012
    Last edited: Jan 24, 2012
  8. pajama dad

    pajama dad Forerunner

    Messages:
    96
    Likes Received:
    0
    your use of color is fantastic, I can't imagine ever having orientation issues.

    but from an aesthetic perspective (I know its MLG...) I'd like to have some small amount of cover in the more open areas just to break things up. But my suspicion is that might ruin the gameplay.
     
  9. Korlash

    Korlash Remember Isao
    Forge Critic Senior Member

    Messages:
    780
    Likes Received:
    99
    Apparently the mod couldn't piece it together that my "insult" wasn't serious, so my post was deleted, but here goes my feedback again:

    I got to run on this map yesterday. Your object use and coordination is fantastic. Aesthetically, my only dislikes are that your flooring is basically either coliseum walls or 4x4 corners, but those are the best objects for the job so I don't blame you so much. Still though, I love the triple stacks, the 2x4 pillars, and the strut coloring a hella lot.

    As for the design, I'm partly in agreement with xzamplez, I like the large scale flooring and the LOS aren't too bad. My big issue with it is that the map is way too large IMO. For one, some of the large dance floor areas look dangerous. But more importantly, this map overall is massive and linear (The ends of the bases measure longer than the opposite corners of a grid do; probably about 45 units total). 4v4 still looks supportable with the openness and the long-range DMR, but the map IMO will be noticeably too big when trying an objective game.

    I wouldn't scale the map too much smaller, but I would suggest re-designing the ends of the map to make it feel smaller. This comment goes without me playing the map so I may be wrong about it, but I just think players who spawn in the back would take a while moving across.
     
  10. jipisig

    jipisig Forerunner

    Messages:
    34
    Likes Received:
    0
    I am currently working on a second version. I will completely change the gold area and remove the teleporters. If anyone has some advice or idea's about this area or anyother area of the map, feel free to leave some feedback or add my GT JiPiSiG. Thank you! ^_^
     
  11. PinkishObject

    PinkishObject Forerunner

    Messages:
    76
    Likes Received:
    0
    Under the bridges that go over the center of the map should be a support beam or something just for cover. it seems like its a large uncovered area and it will help spice it up a bit
     
  12. Xanthian

    Xanthian Promethean

    Messages:
    8
    Likes Received:
    0
    Looks like a pretty sweet MLG map to me, the main deal is that is should play out correctly, If it does that then it's a winner in my book. I like the power weapon locations. But maybe the rockets might have a bit too much power. A common tactic for making rockets weaker on an MLG map is to put in some jet packs. Harder to rocket a jetpacking enemy. None the less, it's a great map and I'll sure have fun playing it.
     
  13. SecretSchnitzel

    SecretSchnitzel Donald Trump
    Forge Critic Senior Member

    Messages:
    2,433
    Likes Received:
    1,885
    Just saw this pop up in the FHF Nominations thread. Wish I had seen the map earlier as I would have put it in my list of three as well.

    Love the object usage on the map, especially the strut pieces to add color. The forging is very clean and efficient. The only issues I have with the map is the use of teleporters for vertical connections instead of lifts, and the general size of it.
    While I like the openess of the map and the lack of lazy cover, I find the scaling and amount of exposure a player faces when moving through out the map to be a little over the top. If you were to scale the map down somewhat though, I think it would address that issue adequately.
     

Share This Page