White Lodge is a symmetrical, competitive map for team slayer and objective games (especially multi-flag, neutral bomb, oddball and king of the hill). It supports all standard competitive gametypes. It was previously known as Black Lodge before I was advised that 343 hates FX - but if you want to play the map's shadow-self, just open it up in Forge and add these filters: Juicy, Colorblind, and Next Gen. It darkens it up just a bit and makes the colors pop. What are the White Lodge and Black Lodge? Read. Weapons and equipment - 1 concussion rifle (2 spare clips, 2 min respawn) - 1 grenade launcher (5 spare clips, 2 min respawn) - 1 sniper rifle (2 spare clips, 2 min respawn) - 2 needlers - 1 spiker - 4 plasma grenades - 2 frag grenades - 2 plasma pistols - 5 DMRs - 2 health stations Video White Lodge (Halo: Reach map) - YouTube Screenshots
Fastest map turnaround ever. Wish I could have played this more. But the one time I did was great. Solid map.
This map looks epic. Great job. I highly appreciate the curves (If you know what I mean.) The rounded feel looks nice compared to the normal "boxy" feel.
Excellent map, alas, sans filter. Well worth a download, you get a free popsicle with each purchase! Only joking. About the popsicle, not the download, its all good.
Had a few games on this, and they were really enjoyable. Bomb was pretty nice, and the Bomb spawn/plant were in great positions. It was sick when you stopped the bomb plant, and try to run across the open bridge to get a counter plant. Nice grenade, Overdoziz.
Thanks! I'm kind of obsessed with curvy maps - made one before that was almost all curves, but it was significantly smaller than this. I definitely get a little bored of rectangles and 90 degree angles. My FX, I miss them so. Thanks dude - coming from the guy who just won TWO Forge Hub Favorites in a single round, that means a lot. The bomb wars are fun and it's one thing I had in mind when I made up the floorplan - I think most testers have really enjoyed it, though it's an unconventional approach to say the least.
Wow Nutduster, I never seen a map look so circular and smooth at the same time, looks like you brought new aesthetics with brace larges and circular ramps. The flow looks great through the map, and looks like nothing else I've seen.
great map this is the one i choose to win for MM. The circular shape gives the map a good feel. You run smoothly all around the map. I truly liked your map.
Thanks for the feedback, guys. The rounded paths is something I'm always trying to pull off in forge - hopefully Halo 4 forge will be a little more friendly towards this kind of map (covie objects..? please??). I put together an overhead view to give more of a sense of the map layout. This was a pain because I had to remove the roof and a lot of structural objects that stick up at odd angles. Anyone looking at this who hasn't played the map - just bear in mind that all the circular inclines in the top half of the map act as walls; you can't stand on them or jump over them.
Have you ever thought about replacing those two bunker smalls that are connected to the roof in the middle with a bunch of circular ramps? They kinda stick out right now and not in a good way. Circular ramps probably fit the theme a bit better. Or just remove them all together.
personalpreferencesbro I like the bunker light fixture. I know you don't (as we've discussed this previously), but I do. It reminds me of weirdo forerunner structures in campaign, it adds something chunky and sort of ominous-looking to the middle area of the map, and it slightly interferes with a particular line of sight I wanted to compromise but not completely cut off. It's aesthetically dissimilar from the rest of the map, but as a fairly large centerpiece object, I don't think that really matters.
Hey, the map looks beautiful. One question though. When you placed the Bank 1x2's and 2x1's you left gaps around them, but I imagine with the darker filters it originally had, that might not have been as evident. Have you tried anything else since pulling the FX? I fiddled with it on a forge flythrough and figured out that the Bridge Corner 45 or whatever it's called seems to fit best, and flat rocks kinda work if you were interested in drawing in a natural element. Btw the centerpiece looks sweet - makes it nice and easy to orient yourself toward center. Circular ramps might suit the theme better, but I don't know if they would have the contrast that makes it a nice quick landmark.
The gaps were left intentionally - I mean, at first I was just seeing what would fill in that space, but when I realized the 1x2s wouldn't quite do it I started to like the gaps around and between them, as long as they were lined up to make the gapping symmetrical. It looked like a design to me rather than a "wall." I didn't try 45 degree corners but in my experience they cause framerate drops, especially if you have a bunch of them. Also didn't try flat rocks, which seem like a better option performance-wise (and thanks for the pic!). I'm not sure if I like how that looks or not since the rest of the map is very sterile and unnatural, but I'll try it in forge later and ponder the question up close and personal.
Ah - I see. Well no offense or anything, but gaps just generally look a little sloppy to me. Personally I'd find it more visually appealing with a solid piece behind the aesthetic design-ey bit. Being able to see all the way inside the structure makes it look empty and flimsy. Particularly because the braces are a little brighter colored than the banks. That said, it's a really minor thing, and everything else looks awesome. I love the changes you've made since the first version I saw - feels a lot more open and spacious. One other thought - have you considered putting a small platform of some description (such as a 2x2 corner) under the sniper spawn to draw focus to the weapon? It's an awesome spot to spawn it, but it blends in with the blocks a little bit, and newer players might not necessarily be drawn to look up there, as the ledge almost looks like a decoration as opposed to a playspace.
No worries, I knew when I did it that it wouldn't appeal to everybody. I might look at a revision for the future - in fact I might have done so already were I not trying like hell to get this tested & released for matchmaking consideration. Controversial aesthetic decisions were the least of my concerns lately. It probably wouldn't hurt - if I do revise it that's something I will consider. On the other hand, that's something you really only need to notice once to never forget about it. The sniper is a nasty weapon on this map in the right hands - sometimes even in the wrong ones - and I think once people either notice the weapon there or see someone going out there to get it, a light bulb will go on. Anyway I'm glad you like that, it's one of my favorite parts of the map. That ledge is also fun for objective-running, just to go somewhere that people don't necessarily look, and to chill on and snipe/DMR from - though your lines of sight are limited there, and your cover is non-existent.
This is a solid, aesthetically creative map that I enjoy more and more with each game. Even though it's more grey and enclosed than terrorium, I actually like this one better in terms of game play, or at least, it suits my style of play better. I always thought the centerpiece looked a little puzzling as well, but it is definitely memorable. I don't see the resemblance to forerunner architecture; I always thought it was supposed to be the head of a demon or something. Anyways...
Coulda sworn I commented on this...I've been doing that a lot lately. Well, for starters, this is definitely more up my alley than Terrorium was. One-sided objective maps aren't really my thing. I really loved the game of Neutral Bomb we played. The bomb locations were frantic, yet manageable with team work. Slayer was fun too, with lots of map movement and a central atrium that had just enough cover to make movement through it not only plausible, but frequent. The sniper location is a fun way of giving it that RvR and the gaps between the 1v1 tall/thins in the back of the map ended up being one of my favorite little details. I hope you make more maps like this one Nutduster- nice work.
Thanks Mr. Lynx. I really like how this came out too, though it's a bit of a hard sell with all that gray. People seem to be all about grass and open sky lately. But my map has four tiny windows you can shoot people through, doesn't that count for something?? EDIT - Forge Universal had me do a tour of White Lodge for YouTube - here's the vid: Forge Universal: White Lodge by Nutduster - YouTube