You can break line of sight or gain an advantage on most people by gaining the higher ground. Most people suck at aiming up. It might depend on the height of the ceiling as well. If you're in a corner, you can get flanked pretty easily. Just my guesses though.
plop As requested by Dax; the ramps have been marked with arrows (the thing on the far left in the centre is a drop down / jump up hole. Spoiler
@Stevo The bottom level seems almost disjointed from the rest of the map. Also thanks for drawing it on the computer Helps so much. I feel so slow at sketchup Still working... Also, YAY, 500 posts EDIT: NVM, no walls there Disregard.
It seems like with 6 levels, it would get confusing, but each of the levels take up a small space, so i can also see it working, so if you can pull it off and make the gameplay flow, that'll be a great map with alot of height variation and vertical fighting. i can see the ground floor as a rocket bridge similar to narrows and it being a risk vs. reward situation
Well I finally finished a design this week, so I kinda wanna get back into forging now. Here's a map with a bunch of weird ideas from a long time ago. it's pretty much unmake-able in forge, but still... Now here's what I designed recently. The distance between the blue lines is about 2 forge units. It's a fairly complex map, so it's kinda hard to understand, but... Shaded in = Solid wall Dotted line =Wall only present on lower floor Crossing lines = Wall only present on upper floor or a door Also, the lines on the bottom floor represents water and curvy geometry is more than likely rock. Edit: Sorry for the sideways tilt
Spoiler Here ya go, rotated it for you and cropped it a bit too My judgment with multi-layered maps is awful, but here we go anyway: Are sniper and health on the same platform? Why is there a ramp leading down to nothing on the bottom left? Is it supposed to connect to the sniper/health area? Ledges = confusion. Are those higher than the ramp? If so, how can one get up? BTW, I like your handwriting. So clean.
Erupt, you write almost just how I do. Creepy. As for the map I like how it is both circular and not; It seems to have a nice cohesive array of paths so that one can constantly move around and promote untypical gameplay. However, I am finding height difficult to visualize. Edit: Imagine if we could import paper sketches to G. Sketchup. That would be glorious...
@Spin No, Health is on a rock path. The idea was once you get up to the very highest point, you have to drop a little bit (so you can't get back up) to be able to view the whole map, and a health pack for a little more incentive. But once you drop that little bit, your only option is to drop all the way. Just a little thing to hopefully bait people into dropping. Snipe is one a little pedestal on the ground floor. Ledges are just a little thing to make that area a bit more... interesting, I guess. Just jump to them. The last ledge gives you a Nice LoS too. Er, it did in the image I had of the map in my head, anyways. Thanks @Audience You get criticized for having girl handwriting too? lol I realized that I messed up high really bad... I fixed it in a newer drawing, but in this one... yeah. I might Sketch-up it to show height better. We'll see. Thanks!
Lolwut? Who in the name of the world would mistake that for THAT girly font? Whoever that is has obviously not wasted as much time looking at fonts as I have. lol Letters are too far apart, a's are all wrong, word spacing is improperly scaled.. Anyway, so no hard path up to the health area? Still don't get the floating ramp, though.
People say I have girly handwriting too. If you ever see my handwriting, you will be in dismay. While on the subject, I can't write my signature to save my life. I just can't seem to be able to write Connor is cursive, hahaha. I can sign my last name like a G though, get at me. This would be amazing. You should post a sketch of that one map we played. You know, the one with the sand and stuff. Although it was a little open in my opinion, I thought it was an awesome map and would accommodate H4's settings well should you decide to forge it then. But srsly, I will pay money if somebody makes a good design with a zipline on it.
So I came up with an idea for Halo 4. It isn't really to scale since the game isn't quite out, but the size is meant for competitive 2v2. Requires a bit of explaning, so read below to understand the concept Map without the very top added on Map showing top layer How I think the map will be utilized with no power weapons ready for pickup: Spoiler Original Sketches: Spoiler So I had an idea for a design using trait zones where each area containing a power weapon was in some type of detrimental trait zone, creating a unique risk v. reward scenario. The idea was to have two separate silo-esque atriums in the map with death pits in each. However, I figured players won't be traversing those detrimental trait zones when the power weapon hasn't respawned, essentially creating 2 distinctly different map layouts, so to speak. So I tried thinking about it in a different aspect than how I forge in Reach. The map needs to be designed to play well in both scenarios. I'm going to unofficially dub this an "anti-atrium" style map, eh?? We'll see if the name sticks The "silo" on the left has two platforms on either side, one at ground level (the entrances) and one directly above it. The trait zone in this area is extremely low gravity. The only way to get to a top platform is by jumping from the opposite platform below. On the left side of the silo is a column where a sniper rests. You have to jump from bottom and grab the snipe mid-flight to the top. Kinda like this: Spoiler The silo on the right has a bridge on the ground floor with a rail gun in the middle connecting the two sides, with a decreased health trait zone. Looking over it are two platforms with a separate invis trait zone as well as the decreased health. My thinking behind this: it's risky to go for the rail gun but it's also risky to be on one of the above platforms. I think it will put an emphasis on team play, have one guy guard the platforms while another goes for the rail gun. I know this is more of a sketch thread, but I'd also appreciate any feedback on the overall idea. It's just a concept since the game isn't even out yet, so I'd love to hear any comments on how you think it will/won't work. Who knows, I may end up scrapping the whole thing. Also if I need to clear anything up regarding the sketches, let me know
@Dax: With the bottom left room, I don't understand the reason behind both ramps that lead to the same bright blue platform. I would make the room smaller, remove one ramp, and have the teleporter on the lower wall.
It's funny how you compare this design to maps I took no inspiration from I based this map around a symmetrical concept of Blackout/Lockout and Guardian with a centralised platform with lower section separating four towers of different heights and sizes. The two symmetrical towers needed to connect in different ways to each of the floors as well as provide little sightline out forcing players to the two differential towers to seize control of the map.
Ah, my bad. Both teles are on the ground floor. Excuse the sloppy Paint skills And about the bottom room, I wasn't too sure what to do with that area. I didn't want to make it a long and narrow pathway to bottom right, so that was my attempt to open that area up a bit. I have to agree with you though, I feel like the dark blue part feels a bit unnecessary.
My ) map is finally done. Spent way too long on this sketch. Explanation of map: It's a symmetrical 4v4 map for KoTH and Slayer. Probably going to port it to H4 on a bigger scale. Notes: Blue, Red, and Gold are the hills. Neutral power weapons will be at Gold and underneath green bridge. Some of the seemingly large openings (including the ledges next to blue and red bridges) have had their tops cut off for your viewing pleasure. The only significant overlap on the map is a ramp leading down from Gold to bottom mid. Straight there. That's it. Nothing under top gold. Pics: Spoiler Concerns: Is top green awkward/too powerful? Is there enough dancefloor?
@Spin: To the left wall of the last picture: I would make the area with the tan floor larger, and make a connection to each of the platforms on opposing sides of the structure. Why is everybody good at Sketchup? **** all of you.
Spin, the general shape reminds me of Haven some. The immediate concerns I have are those double jumps and the awkward ramps right beside them. It looks pretty big, I don't think you'd need to scale up. In fact, it looks more like you should scale down some, hahaha.
Do you mean something like this? Spoiler Possibly with a higher height in the new tan area and maybe (?) turn that thin wall in the smack middle of the picture into a railing? Could provide another tac route out of the tan area. I feel like Stevo.. I didn't think about Haven at all when forging this. I was going for a Zealot feel with the curvature + the angled LoS. Which double jumps do you mean? There are a couple all next to each other.. Spoiler Maybe left, right, top, bottom for reference? I have no idea what jump you're talking about As for the scaling.. I found that rather surprising. The actual dimensions of the map are about 36 long by 20 wide, but it's pretty open.. Might go for BR starts, though.
The bottom floor isn't a death pit of water. It's like a sandbar type thing. And no, no solid path to the health area. It's just a way of baiting people to the bottom, it's not very advantageous. @Dax, are you Sketching Up that drawing? I don't quite understand it the parts of it that may be concerning, so I'll hold off until you Sketch it if you are. @Spin, I wouldn't open up that path, it creates a really long, annoying LoS..