(This is essentially a beta for most of these maps. They are done, but, I will re-release them with any needed changes when file searching is online. So this post is not final. I will be adding a lot more info in the final version. I suggest reading the picture descriptions to get a better idea of the map. Thank you.) __________________________________CLOSER ENCOUNTERS My first map pack of Halo 4, and pretty much all the maps I've made so far in one little package. The idea behind the name is that the maps take place both in outer space and are small, dueling-type CQC maps, hence Close-R encounters. Anyways here are the maps: duel grounds An arena stationed in the middle of space for renegade Spartans to fight it out. 2-4 players Somewhat of a remake of one of my old maps from Reach, except now all problems in the original are now fixed. Small, dueling-size arena (hence the name) for either 1v1, or if you'd like to get chaotic, 2v2. Pictures along with descriptions: Spoiler The pit area with a view of the sniper ledge. A view of the main ramp. There's a lot of gaps in-between for faster map flow. One side of the second level. Main area of the second level with the rocket cage in the corner. The third level. The room leads to the teleporter that connects into the rocket cage (where rockets are located) A view of the gap. Overview. __________________________________ gravity theory UNSC training facility to prep personnel for low-gravity environments. 2-4 players A multi-leveled map with a low-gravity room (behind the shield doors) that allows you to access several different parts of the map, bottom or top. The map is open in the middle, but has tunnels on both sides of the map along with a space you can look out through the pipes. Pictures along with descriptions: Spoiler The bottom two rooms lift up to the top rooms, which comes out out to the main area (in the pic) Sniper ledge where one team spawns (other team spawns on the opposite side) over looking the top level. View out of the room coming from the grav lift. A view looking out one of the tunnels. On the right is which leads to the gravity room. The gravity deck. (The teleporters lead to the sniper ledges) Grab a jet pack off the rack for easier maneuvering in the grav-room. An example showing the many areas you can access using the low-gravity. __________________________________ marooned After failing to be evacuated during the war, the UNSC Infinity sends supplies to whatever is left down here. 2-4 players The idea behind the map is that you are trapped inside a UNSC installation, and through the gaps above the Infinity sends down supplies, such as an Overshield, Hardlight Shield, and a Regeneration Field...anything that will help you stay alive until you're "rescued". So this is pretty much my only map with ordnance outside of weapons. It's cramped, and that's the idea. Pictures along with descriptions: Spoiler The back area where red team spawns, or sniper rifle depending if you play FFA. Looking down the rocket tunnel, which is in the middle of the map. Both teams will usually rush here in the beginning. An outside view of the tunnel. The opposite side of the map where blue team spawns. Another view overlooking the tunnel, as well as the ramp that leads to the bottom floor. __________________________________ E Equals MC What!!! The final, and only remake of the map pack. This was my first map made in Halo 4, on day one, so I chose the most simple map to make and it was a map from the first Marathon. I didn't take many pictures since the map is so simple, so I'll give you the original layout so you get an idea. Pictures along with descriptions: Spoiler The teleporters lead to the small openings in the two pillars. Original layout. 1:1 Enjoy, download, and please let me know what you think. All of these files can currently be downloaded on my fileshare at "Tycho X".
All of the rooms in your maps seem like the same place to me. Raising/lowering/removing some roofs, changing colors, adding windows, etc might help for orientation, because I can't tell one bit what's going on apart from there are pieces on Impact. Duel Grounds is in the best spot in that regard. What kinds of weapons do you have on your maps? What gametypes do you intend to use them for?
I don't understand what you're saying. And for weapons; Duel Grounds: x1 Sniper x1 Rocket Launcher x1 Shotgun x1 Boltshot x1 DMR x1 BR Random ordnance - Sticky Det, Scattershot -- Gravity Theory: x2 Sniper x1 Rail Gun x1 Rocket Launcher x1 DMR x1 BR x2 Shotgun -- Marooned: x1 Sniper (FFA) x1 Rocket Launcher x1 DMR x1 BR -- E Equals MC What!!!: Random ordnance: Sticky Det, Scattershot
I mean that every area looks similar, so it'll be hard for players to tell where they are off spawn or just in general. If you're playing with default settings, your first two maps have a huge number of power weapons (6 and 5, respectively). As a result, unless almost all of those are on close to 3 minute timers, players won't be punished for avoiding a weapon spawn because they can pick up the next one over. It'll stop you from forcing encounters in your map and thus slow the game down. I would try removing the shotguns/scattershots entirely (somewhat random spread as well as campiness) and remove/replace the rocket launchers with less powerful weapons (If I see someone has a rocket launcher in a 1v1, I'm booking it away for the rest of the game, because it's so easy to kill with). Testing will tell in the end, though. These are just suggestions.
I get what you're saying, but my maps are for fun, not competition. The idea was "Hey let's go do a 1v1 really quick on this map!" Not "Yo bro, 'bout to out DMR are you on this competitive ass map I downloaded dude let's GO!" I also get what you're saying when you say orientation, being confused because Gravity Theory is a symmetrical map with no color. I play-tested the map several times and had no issues regarding that. Mainly due to because the map is so open that you can literally see every thing and which room leads where. As for too much power weapons despite it being a fun, the random ordnance drops spawn in the most open areas of the map so you ARE risking it when you rush for one of them. I mean, everybody spawns with BR, DMR, etc now...I don't see anyone picking up inferior weapons when playing smaller maps like these, thus I add power-weapons instead.
I see. I was judging on a very competitive basis, but casual maps are cool too. Both are needed in terms of role filling. Have you tried forging on a map other than Impact or are you doing it for the exclusive pieces/atmosphere?
I promised myself I'd make a Ravine and Erosion (ew) map pack some day. But I do really like Impact and the feel of it which led me to design my maps around the atmosphere. It's good for a forger like me who doesn't just put blocks together and call it a map. I try to make my maps as immersive as possible. And yeah when I make maps they're just for killing **** on, nothing special in terms of gameplay-wise. Just pure slayer maps. Although I do add KOTH and Oddball for those people out there.
I'm in the same boat as SpinCycle with regards to judging the maps on a competitive basis, but if they're just for flat-out Slayer then I'd imagine they'd be fun enough to play on. I have to agree with SpinCycle on the aesthetics, though. From the screenshots a lot of the maps look similar all around - breaking this up a bit with a mixture of pieces or colours will help players to orient themselves. I understand what you're saying about you not having a problem learning the map and knowing where you are, however bear in mind that you made these maps. For a random player jumping in for the first time, it will take them a while before they can learn everything. In my opinion, a player should be able to learn the rough layout of a whole map within a minute or less.
Play these maps and tell me if you have a problem with that. These maps are small enough to where you wont get lost or "confused" at where you're at since when you spawn you pretty much to see the entire map in front of your face.
they look cool once loaded in forge. I don't think orientation will be a problem actually, the screenshots make them look more confusing that they actually are.
Thank you. It was hard to take screenshots because the maps are so small, so I tried the best I could to get decent angles.