Sub System will return

Discussion in 'WIP - Works In Progress' started by Toastman, Nov 8, 2012.

  1. Toastman

    Toastman Ancient
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    EDIT: I posted the preview here because I had read that it was allowed until the real map forums open. If I am wrong then let me know where to go with this.

    Hey all! I've been gone from Forgehub since I stopped being a Reach regular but since this thing called Halo 4 came out I have re-acquired my forge bug.

    Sub System was one of my (if not THE) most liked map that I had made. I needed to warm myself up to the new forge so I decided to remake it as my first project.

    It really helped that every single piece I used in Reach came back, but I added some new touches like redesigned ticket areas and ceiling skylight.

    Also the team spawns in Reach were bathrooms but I made them non-descrip side rooms in this version.

    Since Halo 4's fileshare system isn't live yet, I took screens with my phone for you to see. Once the fileshare goes live the beta will be available for anyone to grab.

    [​IMG]

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  2. Eightball

    Eightball Forerunner
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    When I first saw this map like two years ago, I thought it was a pretty cool idea and map.

    The problem is, Halo 4's "dynamic" lighting and new object textures/skins absolutely destroys the aesthetic appeal of the map as a whole; At least I think so.
     
  3. Toastman

    Toastman Ancient
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    The lighting was a worry for me but the reality while walking around isn't so bad. these iphone pics have too much contrast. in-game it looks better.

    as to the textures, some of them I like better than reach. They fit the "space station" tram system look more than gray blocks.

    And the detail pieces like wires and tv screens go a long way to help immerse as well.
     
  4. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    I'd have to disagree with Eightball. We've been used to forging in Reach for two years, it seemed odd at first for those of us who came over from Halo 3 forge. We just need to get used to how everything looks in H4. I think this looks pretty cool, the trains actually look very nice and the window in the ceiling adds to the atmosphere. I never actually played the original Sub System, so I won't judge gameplay too harshly, but it looks like most of your sightlines are very straight, with cover just laid out along them all at 90 degree angles. This tends to make for some pretty stale gameplay, so I would suggest trying to mix that up a bit. Adding some curvature to the map would be beneficial.
     
  5. GrenadeGorilla8

    GrenadeGorilla8 Forerunner
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    I played the original sub station and it was fun. I remember being in awe. This looks pretty good. But I agree with psycoduck as well.

    Also congrats on getting the first H4 preview. I was trying to get it.
     
  6. Tycho

    Tycho Forerunner
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    A subway in space...



    I had to.
     
  7. Toastman

    Toastman Ancient
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    Earth is in space just like this asteroid. It goes...beneath the surface at some point. The boarding area however, is above ground :)
     
  8. ZServ

    ZServ Ancient
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    You could put it in your file share and we could search for it by gamertag *hinthint* ;).
     
  9. Toastman

    Toastman Ancient
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    Ok i put my second beta on my fileshare. t0astman is my gtag.
     
  10. ZServ

    ZServ Ancient
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    Just did a walk-around of this map and I gotta say..

    Color me impressed. This map is *really* freakin' nice. The biggest things I would suggest is use windows where you can. The center is beautiful IMO because of the lighting, and adding subtle amounts via windows in some areas could definitely help a bunch. Also, not aware if you know this, but jumping into Station Consoles gives you half overshield. Not really sure why, but it's awesome. If you do any playtesting, include me.
     
  11. Toastman

    Toastman Ancient
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    Thanks for checking it out. I have no more budget for windows because the coliseum walls took it all up...

    I put trait zones on the projectors :) you cant jump and you move slow but it gives you a little boost of health to play with if you can risk standing still.
     
  12. ZServ

    ZServ Ancient
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    Alright, just did a 1v1 on it. Rocket launcher seems a bit OP on it, but that could be because it was a 1v1. Also, during killcams the framerate stutters along. I'll be putting the film on my file share for your use in a lil while.
     
  13. Toastman

    Toastman Ancient
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    Rockets have a 3 minute respawn on them so they just cause a spike of damage and then are gone most of the time. id imagine that 4 on 4 it wouldnt be as impactful.

    I may lower the ammo count to 2 shots though.

    About the kill cam. I noticed that too but there is no way to fix what the engine does. I can tell you that because this map is a high density forge work with tons of shapes in close proximity, split screen is horrid just like Reach.
     
  14. ZServ

    ZServ Ancient
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    One of the blue escalators (stairs or whatever lol) aren't lined up properly, as well. Results in a little hop when going up lol. Also in SWAT, your trait zones show the minimap. Not sure if this is intentional, however.
     
  15. Toastman

    Toastman Ancient
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    Hmmm... I did not see any option to hide trait zones from radar.

    And those stupid ramps! I line em up using coords. then i save n quit. Hop back in and they are misaligned. Zero i can do about that. And since precision editing is gone i cant try that route either.
     
  16. LD

    LD Ancient
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    Get rid of the light orbs in front of the floodlights ..
     
  17. Toastman

    Toastman Ancient
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    ALready did since those screens :)
     
  18. Jed05

    Jed05 Promethean

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    Hey man, I'll be grabbing this tonight and making a youtube video showing it off (noting that it is still a "beta" version of course" if you don't mind :) I'll be featuring a lot of Forge maps and matches soon.
     
  19. WAR

    WAR Cartographer
    The Creator Forge Critic

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    You can create a moving train in Halo 4. Double stack Grav zones on a 45 degree angle in a continuous line and place large open containers within a trench. Its kinda fun to ride but the crates dissappear when they are neglected and far away from you. So it's inconsistent. If you walk near the crate or container as it's moving, it won't disappear. I would try it out since it fits the theme of your map. Just make small track with a tunnel at the end so crates won't be "visibly" disappearing...if that makes any sense.
     
    #19 WAR, Nov 9, 2012
    Last edited: Nov 9, 2012
  20. Titmar

    Titmar Le Mar du Teet
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    but... its not a train, its just crates. :'(
     

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