Artificial

Discussion in 'Reach Competitive Maps' started by Stevo, Oct 27, 2012.

  1. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    [​IMG]

    First off, I'm glad you all could take a look at the thread! I've been particularly bored of Forge recently and after wanting to push my boundaries out, this map came to be. It plays an array of gametypes with different settings and numbers of players. Check it out!

    There'll be a video posted for it soon (or as soon as I can get my capture card to stop blue screening my PC!!!), hope you enjoy the map.

    [mouseoverimage=http://img267.imageshack.us/img267/1609/overviewb.jpg]http://img15.imageshack.us/img15/592/overviewa.jpg[/mouseoverimage]​

    Artificial was a map concept drafted around the old Halo CE and Halo 2 playstyle. It focuses heavily on top control with narrow walkways and restrictive room based lines of sight. The layout of the map is Asymmetrical. As a Forger who typically prefers symmetrical maps; I wanted to push my own boundaries out and design a unique asymmetrical map.

    [​IMG]

    I picked the High Noon canvas for it's unique pieces. I've grown very tired of Forge World and all the maps are starting to appear the same. High Noon to me was a breathe of fresh air, and with this extra motivation, Artificial came to life.

    [​IMG]

    In the early stages, the layout was somewhat questionable. There were also numerous flaws within the map I was unaware of due to the invisible boundaries High Noon's canvas has. After completely rebuilding the map from scratch, twice; Artificial has become one of my personal favourite 1v1 warm up playspaces.

    [​IMG]

    While this map is designed for strict 1v1 play without Radar or Armour Ability usage... the map has it's own fun additions for less competitive and serious play. If hectic 6 player Free-For-Alls is what screams your name, Artificial can satisfy your craving. It has additional gametypes like King of the Hill, Oddball and Capture the Flag set up.

    A custom variant of 2v2 Multi-flag has been set up for this map specifically. The spawns have been tweaked to allow players to push and control the map in precise points, often meaning a single death may not necessarily mean a guaranteed capture. Without the radar perk, you definitely need your partner to watch your back while you're carrying the objective back home.




    Map Preview Thread - You can review the maps changes and progress here, along with additional pictures from numerous versions.

    Hope you like it.




    Special thanks goes out to all the testers who endured through hours of boring spawn testing and searching for Z-fighting!! You guys know who you are <3
     
    #1 Stevo, Oct 27, 2012
    Last edited: Oct 27, 2012
  2. PatchworkZombie

    PatchworkZombie Ancient

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    Well the aesthetics on this map look phenomenal, I didn't even know some of the things you have done could be done. Never tried forging on High Noon but this is a download for sure. Hopefully I'll get some games on this before H4 is out. In terms of aesthetics and layout though this looks fantastic.
     
  3. HissingWings

    HissingWings Forerunner
    Senior Member

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    I love the look of this map. The high noon canvas allows for some really pretty maps. You did a great job with it. Also, did you submit this map to the RFN contest? Because I think I've seen it before
     
  4. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    Thanks guys.

    And yeah I did HissingWings... I don't think it placed though.
     
  5. MrObviou5

    MrObviou5 Promethean

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    I found this little gem while I was looking for some forging inspiration(diggin' 'round in file shares). Awsome Job on this one by the way. :)

    I'm also having some fun playin' Parapit (thank you for this one too).

    Keep up this excellent work! Looking forward to what you'll come up with in H4
     
    #5 MrObviou5, Oct 28, 2012
    Last edited: Oct 28, 2012
  6. Dizzyman572

    Dizzyman572 Forerunner

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    I really like the layout of this map and how you used the colors to help give players an idea of where their at. After running a few laps around that place, I doubt very much that anyone could get lost on that map. Very nice work Stevo, and good luck in the contest. :)
     
  7. FrozenGoathead

    FrozenGoathead all i want is a CT that says mullosc
    Senior Member

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    I've enjoyed every test on this map, even though I sucked srs arse and usually only racked a couple clean-up kills. 2-man flag was very intense with the size of the map and the fact that you had to make split decisions on whether to go ahead and try to pull the flag, or defend it. Even a little hesitation spelled out disaster. The weapon layout, to me, was pretty balanced. The sniper and go were useful tools, but they didn't win the game as they required massive skill on this particular map.

    A job well done, sir.
     
  8. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    Thanks Goat :)
    The Flag games have been improved significantly with a spawning system that works much better with the flow now! If you die, it doesn't mean an instant capture necessarily as you may be lucky enough to reach the enemy's flag caputre point before they arrive with the flag.
     
  9. Paranoia UK

    Paranoia UK Ancient
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    Me and patchwork played a game on this the other night. It played really well, the map flowed well and the spawns were pretty tight. There looked like there was a teleporter in one of the corners if i remember correctly? We were playing Elite Slayer for some reason and the teleporter didnt seem to work. Wasnt sure if it was for aesthetic reasons or if it was actually a teleporter and our large elite models would not fit through it. Other than that the map was really impressive. A very nice change to the grey or forgeworld too!

    Im looking forward to seeing what you come up with in Halo 4.
     

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