Gaia It's Sinless (me) and neverendinghalo once again with another coforge project, and I swear by the magnificent sexual organ that is my anus that this map wont be a disappointment like the last project me and halo worked on (the coforge map pack). So, the map started around halos little brother suggesting a coforge between me and halo during one of our forge shenanigan sessions, and in a few weeks, out of the brainpower and the forging skills of my almighty anus, and the designing skills and haloness of the halo, Gaia was born. Enough about talking about us making the map, lets talk about the map. Map Description Gaia is made for 1v1 in mind, because its a 1v1 map. The map was made for a circular-ish flow, and features interesting height variations. The layout is easy to remember, to noobs, supernerds with super capabilities of super memory and MLG pros alike. The map revolves around two main atriums, the CPU atrium and the sniper/ nade atrium with a long hallway leading to it. Gaia features two teleporter systems, with sender node A (hallway) leading to receiver node A (Spiker room), and sender node B (Spiker room) leading to receiver node B (Sniper/Nade Atrium) Also, it's ****ing green . Weapons Sniper - 0 clip - 120 spawn GL x2 - 0 clip - 90 spawn CPU - 150 spawn Spiker - 0 clip - 60 spawn Plasma nade - 60 spawn 2x Health packs - 15 spawn Some dmr - 30 spawn Some needle rifles - 30 spawn Gametype The gametype works best with the map, its zero bloom with a slight boosted jump height and modified CPU settings (damage resistance). Also, no radar. Unto the pics....... The sniper/nade atrium, showcasing the plasma nade. Once again the sniper/nade atrium, with the receiver node (B) and the sniper The hallway leading to the sniper atrium, sender node (A) is located here. Spiker room with receiver node (A) and sender node (B). The central atrium, where most of the action happens. Spiker room, with a bridge over the CPU spawn. The right flank of the atrium where GL spawns Spiker spawn A picture of the central atrium, overlooking spiker room. Special thanks to: neverendinghalo - This *****, this *****..... Im Caboose - Halos little bro, helped with some aesthetic details, suggesting the coforge Yobo - My homosexual/pedophilic/necorphillic gay alter ego, for being gay. The testers - **** you, nah just kidding, I love you guys. Final Notes Thanks for reading , this is my last map on reach, so remember to download and comment, this has been Sinless and halo, see you in Halo 4. Peace out.
Oh, that's nice. Only issue I can see with it is that the bottom area in the 3rd to last pic will almost certainly never be utilized. It's just a little dead end bit. How about adding some incentive to go there? (nades or a weapon, idk what suits the map exactly)
IDK what little dead end bit Spin's talking about but i do want to know if the wheel thingy in the center atrium is/can be used as a tactical jump to the upper ramp.
You don't need an incentive to go to an area like that. That's like saying you need an incentive to sit on the top of a teleporter frame. Not every square-inch of the map needs an incentive to go to. OT: Forging is clean, aesthetics are solid. Haven't played on it yet, but from when you showed me it in game a month ago, I didn't see any glaring issues besides the power weapon/ power-up placement, which you have clearly fixed. Nice job. This is a step up from your other maps.
This area is considerably larger than a teleporter frame. Even something as basic as a DMR would work.. then again it's not map-breaking either.
It doesn't matter how big an already unplay-able part of the map is, the point is, that part of the map is there because of the way the staircase is made. Look at Angst by xzample, he has a staircase in that map that is similar to the one in this map and it has no incentive to go sit in the corner of it. If it doesn't break the map, it's irrelevant.
So I got an extremely overloaded (5 player) game on Gaia, and I have a couple non-spawning related comments/questions: 1. That water area was used to drop down on occasion. Erase above notion. 2. Central atrium was too open (This may have been because of the player count). 3. Sniper was sometimes missed by players who didn't know the map beforehand (they would walk along the ledge and jump down, not seeing the sniper). 4. Why 2 0sc GLs and not just one 1sc?