MLG Reliant is a symmetrical map that Xryc and I have been working on for quite awhile. This map started out as MLG Embargo, but there were so many mistakes to that map that we felt needed to change many things, and in the end it became a new map. MLG Reliant also was previewed as MLG Concrete, but like before, there were still errors and we felt the need to make major changes to the layout, which in the end left a feeling of it needing a new name. We've spent months on this map, and I feel it has finally been forged to its highest potential. MLG Reliant is a 4v4 slayer based map. It also plays CTF and Assault. MLG gametypes work best with this map, as there are jumps that only can be made while playing these gametypes. Weapons : 1 Sniper ( 118s ) 1 Rocket Launcher ( 178s ) 5 DMR's ( 10s ) 3 Needle Rifles ( 10s ) 2 Magnums ( 10s ) 2 Plasma Grenades ( 30s ) 2 Frag Grenades ( 30s ) 1 Custom Powerup ( 120s ) Sniper and Rockets both have drop spawns while the rest of the weapons do not. For full visual of the map, watch the video. Gameplay videos will come ( when I get a game in again ). Hope you enjoy! Walkthrough / Commentary Halo Reach : MLG Reliant ( walkthrough / Commentary ) - YouTube 2v2 Gameplay Halo Reach : MLG Reliant ( 2v2 Gameplay ) - YouTube
Looks pretty solid, man. Nice, clean forging. However, there are some minor aspects that could use improvement. 1. The rocket spawn has a teleporter right next to it. You did a great job using the risk vs. reward system with the placement of the rocket launcher, but the teleporter reduce the risk greatly. You should either remove it, or reposition it. 2. Due to the map being symmetrical, the top floor goes for a long distance, which means that people will be fighting on the same height commonly. I would strongly suggest working on the height distribution. 3. The amount of cover in the balcony areas make them very powerful. Thought the map as a whole has a good amount of los blockers on it, the pillars give the balconies too much cover.
Well look what we have here, someone listening to feedback. First off, I want to point out the obvious and say this has come a long way since Embargo. And said journey was definitely for the better. My list of things to change has reduced ten fold, and my list of things to praise has greatly increased. Just about all of what I pointed out originally has been edited or removed. The map now looks very MLG in my opinion, and your pieces are definitely more specific and unified - giving Reliant a cleaner feel. I've still got a few suggestions that involve screenshots, so I'll spoiler it below. Spoiler Before: After: Reasoning: This would lower the vulnerability of a player at a lower level and increase flow to the balcony areas, thus lowering that area's power as xzamplez previously pointed out as a problem. You also only currently have one crate on either side of the map so this would help make those feel less random. Before: After: Reasoning: There's an opening in the railing that I assume you intended to be used as some sort of drop down onto the crate. Personally, that alone doesn't seem like a good enough reason to plop one crate down on your map. I think that as a jump up it would make more sense to a player on the bottom floor, otherwise it's just there for - what? If you don't like the jump-up idea, though, I'd consider just removing the crates completely. Again, they're pretty random and don't seem to be serving some important purpose at the moment. Left: Before, Right: After Reasoning: This would also help improve flow in the balcony area. It also makes that custom power-up less of a tease from that location in the map - you then wouldn't have to walk to the sides of the map to get to the prize. Also, I second this. Again the small changes I suggested may help improve #3's situation a tad. I have no opinion on the teleporter. I wouldn't mind if it stayed or went. Good work, good forging.
You have some good points there, and I will look into them. But there actually is an invisible jump ( like on the pit ) above the crate on the map. Also, the custom powerup is accessible where you took your picture, but only in MLG gametypes.
Haha.. plop. Excellent work. This isn't just another MLG map either, it's more close quarters, which is a plus for me. Sick of seeing big open maps with a Rocket Launcher PLOPPED in the middle of the map. Did you use the invisible part of a strut to make the secret jumps? If not, what piece was it? The lift up to sniper could have been a bit more interesting, and honestly that's the only thing that really bothered me. Awesome map.
Thanks for the input. The cover does make balconies feel somewhat separated from the rest of the map. I'm working on reducing cover as we speak, and trying some different elevation set ups for balconies. [br][/br]Edited by merge: I used a " Portable shield " and angled it just right so none of it is showing. I'll look into spicing up green lift, but honestly I dont want to use to many pieces when I know theres a set up that only needs one. ( what I have now ).
I had a similar Bridges layout to my maps too, I think you should make the grenades more visible in the corridors area.(That area you acess jumping in the crate) or puting than near the DMR or Needle Rifle, I like the way you use the glass sail as handrails. Your basics layout are pretty good too. Interesting map bro, I´m gonna check this up.
Thanks man. The grenades have been moved with the update of the map. The new video shows all the updates but not the grenade movement. They are now placed behind the strut at the balconies ( where you were talking about ).
I remember when you and me played this like last week. It's so different compared to Embrago and Concrete. Sorry if there's a mistake in one of the names. Anyway where was I? Oh yes comparing between Embargo and Concrete. Embargo is a pretty good layout and the two rooms one with the teleporter and one with the evade. Concrete you changed the room with the teleporter and when you go underneath the teams bases, instead of natural object. You changed it into I believe 2x3 or 2x4 block I'm not sure. And it comes to Reliant. The whole map has changed like you don't have the rooms anymore you made the map a bit smaller, which is good. Repositioned the non-sender teleporter to the bridge kinda thing and you can jump across the map. I'm pretty impressed with your map Cavitated. I think you've done an excellent job of making this awesome, clean map. Very happy with you. - EpICx ReMiX XD
00:30 "We're not playing with idiots anymore." Second game was better, though. Anyway, decent game play. It was fun, even though my team mate was bitching the whole time (not sure why he would). There wasn't anything I personally thought to change during the game except creating some sort of ramp up to green as opposed to only a lift, but seeing as it's near-silent it's not a big deal. TymeLapse was complaining about spawns, but I've got no idea on what the specifics of that are, or if those complaints should even be listened to. P.S. Your snipe was lighting me up.
This map has been through alot... I feel it is that it is complete now ( Except for minor changes, maybe some spawn adjustments, grenade tweaks and what not ). Today will be the last day I work on the map, and then I will upload the newest version to my fileshare and name it " MLG Reliant v7.0 " So make sure to get that one or else you won't have the official version. [br][/br]Edited by merge: Haha, we tried getting a 2v2 going with randoms before we got you, and they had no clue what they were doing. We had to back off of their spawns to make it somewhat interesting. Today will be my last editing day for the map. I will look into green lift and see what I can do, and spawns. I will upload the newest and final version of the map as " MLG Reliant v7.0 " to my fileshare later today, so if you dont get that version, you wont have the official version. P.S. Your snipe wasn't too bad either- " 1:20 " 90 degree turn snipe. -_-
Haha that was me that said that but personally I like the lift because it is small and efficient. We used your crate idea in courts though. I would like to 2v2 you again on some of your forged maps.
Sick MLG map, the cleanest I have seen in a while. I do like this better than Embargo and based on the video I think it plays well. I was thinking some clean-forged rock might be cool on this map, to add some visual appeal.
Embargo, what a joke... ( I really don't like Embargo ) Rocks might look good if forged correctly, but I don't think I will be editing Reliant anymore. I have new projects I am working on.