Pendant

Discussion in 'Reach Competitive Maps' started by Eightball, Aug 28, 2012.

  1. Eightball

    Eightball Forerunner
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    Pendant

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    A 1v1 map by Eightball

    Pendant is a 1v1 asymmetrical map that I designed to have long lines of sight, and good verticality.

    It is truly the only map I am proud of because I have brought all that I have learned and applied it into this map.


    Pendant was a one month project and I am very happy with the way it tunred out. Every part of the map has its purpose and it plays exactly how I wanted it to.

    I actually had something much more detailed and longer written out, but I got auto-singed out, so I'm just going to make it short.

    Thanks very much to:

    Rorak Kuroda

    xzamplez

    Confused Flamingo

    Career

    You guys were a huge help with feedback and testing and have helped me a lot.

    Thanks again.

    Pictures:

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    #1 Eightball, Aug 28, 2012
    Last edited: Oct 26, 2012
    Blaze likes this.
  2. Korlash

    Korlash Remember Isao
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    From looking at the screenshots, I like the changes you made outside the main atrium.

    If I get a chance to get on, I'll download the map and look closer into it. Some corner on the map really annoyed me, and I want to see if it's still there :p
     
  3. GetRdy2Fall

    GetRdy2Fall Promethean

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    You are a great forger. Everytime I try putting this much aesthetics into a map, they end up with FR issues. But maybe that's cause i build 4v4 maps mostly. I'll have to try a 1v1 map later.

    As for the gameplay, the lines of sight seem perfect...The only thing i dislike is the height variation. It seems so great that whoever is on the bottom will just avoid action at all costs. Are there any power weapons on here? Seems like there is no need anyway.
     
  4. xzamplez

    xzamplez Ancient
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    Solid map. Good flow, good connection, height variation, and diverse LoS. This is a top quality layout.

    In terms of 1v1, I do feel the map would function better with a faster movement speed, because there were times the map slowed down a bit. Luckily, all routes flow into the central atrium, which gives the players the option to control the pace of the game (considering neither are camping the outer rooms).

    Great way to go out Eightball. Someone (you and Erupt) onced asked me who I thought was a better forger: Eightball or Erupt? Let's just say that question isn't as easy to answer now.
     
    #4 xzamplez, Aug 28, 2012
    Last edited: Aug 28, 2012
  5. neverendinghalo

    neverendinghalo Forerunner
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    This.
    wait hes done?
    OT the map looks pretty damn nice and I wish we had played this last night while we were ****ing around on xbox lol. dl'ed
     
  6. xzamplez

    xzamplez Ancient
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    Go out of Reach is what I meant.
     
  7. Noooooch

    Noooooch Forerunner
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    Got to play both the preview and current versions of this, and it plays much better now that the side rooms have been redone. There is not much to say since Xzamples pretty much summarized the map's gameplay and my opinion of it.

    I'm still not liking the upside down bunkers above the CPU, since it prevents players above it to simply drop down to pick up (or even see) the power up below them, but I've already mentioned that to you.

    Great map.
     
  8. SaltyKoala

    SaltyKoala Ancient
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    I got a chance to play this and the Smackdown contest winner last night with Nooch. This one is miles ahead of it in about everyway for a 1v1 map. Both in aesthetics, cleaness and uniformity of the forging and non-circle jerking layout.

    Win.
     
  9. Equin0x

    Equin0x Forerunner

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    So this is what you've been working on for all this time? It looks fantastic! It reminds of a lot of your other maps, but pretty much only the good parts about them. I wish I would've gotten to test this with you, but I had heard that you quit Xbox and hadn't gotten the memo that you returned. :/
     
  10. ThrowinDemBows

    ThrowinDemBows Takoyaki?
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    You're right, Eightball has created an environment that will be extremely hard to top aesthetically. However, that shouldn't take away from Updraft, considering this wasn't even submitted.

    I haven't played this yet, but I didn't see any glaring issues. The middle atrium is what I would consider good verticality. The high ground is not too advantageous to any of the other floors except for the very bottom, but in order to get a shot on that floor, you have to creep over the edge and look down. This exposes you to the rest of the middle room.
     
  11. theSpinCycle

    theSpinCycle Halo Reach Era
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    Ah, finally. I'm not the best at gleaning changes from pictures, so I'll download it and play it some :p I can't recognize your camo area, though. Have you changed that? I don't recall a camo either.. maybe it's been too long? idk.
     
  12. purely fat

    purely fat The Fattest Forger
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    Create a cubby hole for both receivers and put a one way sheild door in front of it so it pushes people off the receiver and and keeps someone from sitting on it. Much better than before by the way.
     
  13. Narfidy444

    Narfidy444 Promethean
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    Well above all else it looks gorgeous. There are few vertical maps that can pull of the asthetics because most are just the plain old collesium walls. i do especially like the building block lines that phase through the blocks adding a sort of line through the large braces.

    The only thing i do not like is the health pack on the floor. That is my only complaint. :p
     
  14. StolenMadWolf

    StolenMadWolf Promethean

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    The Map looks Brilliant. Without a doubt. May I ask what sort of Objects you used to make some of the floors? They look like cover pieces or bank inclines, it makes them look really awsome!
     
  15. Blackout8SIX

    Blackout8SIX Forerunner
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    Eightball, another great looking map. I've been away from the Hub for a while but its nice to see you are still producing aesthetically beautiful maps. I wish I had time to get a couple of games on it, but life is crazy right now, so as far as playability, I'll leave that to the people who have the time. But just looking at it is enough for me right now. I like the fact that people have to ask you what pieces you used in certain places. If people are asking you that, then I would say you are stepping out of the box. Of course I don't see how anyone would see something now after all this time and NOT know what piece it is. Great job!
     
  16. theSpinCycle

    theSpinCycle Halo Reach Era
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    @blackout8six and forgewolf

    Those are bank, 2x2s. They're actually not all that uncommon in smaller maps like these, where forgers don't use as many inclines :)
     
  17. Blackout8SIX

    Blackout8SIX Forerunner
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    @SpinCycle
    I know what they are, bro. Check out my Gravemind map and you'll see that I've used them before. I was just saying that it is interesting that people see something on someone's map and still have to ask what piece it is. I don't have to do that. I thought my comment was clear, but apparently it wasn't. Sorry for the mixup.
     
  18. Hulter

    Hulter ^Raindear
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    Eightball, you constantly peckish, fat, miserable American tallywacker, always spouting poppycock about and waving around with your guns that you bought without a license and in spite of the several notes in your criminal record, turn on the Xbox tomorrow at whatever is afternoon for you, hit me up and 1v1 me. Noob.


    Why would being exposed to other areas than the one the opponent is in be a problem in a one on one game?
     
    #18 Hulter, Aug 30, 2012
    Last edited: Aug 30, 2012
  19. ThrowinDemBows

    ThrowinDemBows Takoyaki?
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    You might not know they are down there. If you commit to looking down and checking, you are exposing yourself to the rest of the map where someone could be if you were wrong. It also helps that the bottom area doesn't have too much distance to travel to the tele, it's not exposed for too long.
     
    #19 ThrowinDemBows, Aug 30, 2012
    Last edited: Aug 30, 2012
  20. Korlash

    Korlash Remember Isao
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    Just speaking about this theoretically, it's basically a choice regarding whether you want to look directly down, scan the opposite side of the map then look down, or if you want to transition to a new room.

    If you look down, you're at risk of downright being exposed and shot at. If you don't look down, then you're possibly at risk of being flanked. Basically the opponent's fear of looking down there from out in the open allows for that area to be a nice sneak route (though it is exposed to the opposite side).

    I don't know how I feel about that area having 3 floors though.
     

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