Heres my new map Sacrifice, I spent much of today nearly exhausting my budget and pieces trying to get this map together. But personably, this map looks good. I've got to get some stuff done, so I ended rushing to get the screenshots and forgot to put the overview up. I will get the overview up as soon as I can. Heres the screenies: Managed to get an overview up: Central Atrium: Ground Level The Docks A corridor Spawn Room Grenade Launcher Room: One of several main tunnels: This one from GL Room: Central Artium: Catwalk Teleporters: Link from the Docks to the GL Room Weapons: DMRs: No Clips NRs: No Clips ARs: Two Clips Repeaters Magnums: 1 clip Plasma Pistols GL: 0 clips and 80 seconds CPU: 180 seconds As always feel free to post comments either on thread or by message. Thanks
This has come a long way from the original Sacrement, but I must say that the object use is predictable in some places.. Also, Magnums are sometimes frowned on in ZB 1v1s because they are rather cheap and luck based - without bloom, a player can just spam at the enemy's face really fast and kill him. IDK what the timers are like for the rest of the weapons - mind adding that to the OP?
You mentioned in the TG thread that you had too little budget to fix up the map. Not true. You just need to use your budget more wisely. This is rather small compared to most 4v4s and BTB maps..I see so many places to get budget back from.. Anyway, I was rushed last post, so I have a couple more suggestions: Redo the GL room. Right now, there's absolutely no reason for anyone to be at the bottom of the GL room besides the GL. Plus, that top bridge area dominates the room. I also don't understand why you need two teleporters to do the same thing... why not just have one teleporter in the middle go up to the top of the GL bridge? Or its equivalent, if you replace it? Also, how about trying a mancannon instead of the incline you have now? I have a feeling it would stop uphill battles at the top catwalk, as you don't have any significant CQC weapons on the map. Sticky grenades (and grenades in general) are considered quite powerful in 1v1s, so you might want to reconsider your positioning of them in the likely most campable spot on the map. For now, that's all. Like I said before, this is a mile ahead of the old Sacrement, but it still needs work
Right, once the maps tested, I will get some of these changes in on grenades. But you confused me on the teleporters and inclines. Do you mean the inclines in the GL room? I set the teleporters like that so whichever one you go in, it will teleport you to a random receiver.
I mean the incline by the docks, my bad. That teleporter mechanic is just plain confusing. People are already confused when they go through teleporters - you don't need to disorient them any more. You should really consider having just one set of teleporters.
I will replace the incline with a man cannon after testing, I'd proberly remove the teleporters too, as I really can't place the teleporters anywhere else.
How about placing them on the end of the GL bridge and the middle part of the docks (btw, you might want to clean up those small bunkers - they seem out of place)
Sure, I will do that on the teles. As for the bunkers, unlike Sacrement, in which you can jump between docks? You need the bunkers as the gaps are too wide and there are no bridge pieces left.
Surely you have something? There are tons of other places where you've used extra blocks that you didn't need..
I played a game on it a while ago. Camping at the top wasn't really a problem, but some rooms were awkward given the devotion to symmetricallity. I'll go into detail about other things later on when I feel up to writing the feedback. Played much better this time around though!
I'm surprised about the top. Especially with those stickies... @wolf Can you get up a DL link? I would like to check this with you in person sometime..
It was pretty easy to force your opponent from that location if you positioned yourself correctly at the end of a tunnel. I have an idea to discourage camping up there some more though that I imagine will work well. One problem was that the opponent could easily run after they absconded their position up there. With correct use of the teleporters, I think that can be fairly simple to remedy. It really did play well. However, I'm not a fan of GL room, the corridors, the random cover at bottom mid, or the "docks" unfortunately. Some more gradual height variation between rooms could do the map some good as well.
Heres the DL Link: File Share Halo Official Site I'm out of Building Blocks, out of decertive pieces, out of bridges and I think walls also. Really, getting the GL room and CA together was fine, it was the corridors, spawn rooms, and the Inclines between these areas that caused a lot of the problems with the budget. Hell, I got killed three times trying to get one piece to line up at the right angle (Lack of space lol). Unless Auburn you going to mention the GL room in the feedback (Not sure if it will be TG or not, if its TG feedback don't tell me until then), I personally dont see much wrong with that room. Anyone care to explain? Oh, theres also a gametype dedicated to that map, not sure how it works though.
I saw a ton of objects that could be replaced to help with budget. Just a question, do you use coordinates snaps? I think that's contributing to the problem of object usages and the overall look of the map.
Just looking at the pics, there are definitely places where you can save pieces. As an example, in the 7th pic, you have 2 2X2 Blocks under the ramps 2X2's. These could easily be replaced with 1 2X2 Tall under each ramp. Also, in your CPU area, the Ramp 2X2's along the walls seem unnecessary, and the Banks just don't fit. They force awkward movement, and they just don't look good. You can find a better alternative if you need some cover there.
Also, in the GL room, you could save a couple decorative pieces by turning the brace larges sideways.
@chunk I can see your point on the blocks and the 1x1 banks, I placed the 2x2 ramps there just to give the room more vararity rather than leave it a blank empty room. @spin oh right I can see your point on the Braces, though I personally think I wont get a lot of braces back. But besides, 'every little helps' lol (tesco ad quote)
I've noticed the spawn rooms are a bit overdone, too That extra projecting 2x4 block is high enough to take up a bunch of inclines for ramps, but not enough to break any significant LoS.