Spaceport

Discussion in 'WIP - Works In Progress' started by Fauch, Dec 11, 2012.

  1. Fauch

    Fauch Ancient
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    on my fileshare. gamertag : o0Fauch0oo
    My second forge map. most likely it will be renamed, I was thinking about "outpost" but it sounds a bit generic.

    it is a small, mostly CQC, map. some large rooms and lots of ways to get around. 4 floors. no long range weapons. speed and gravity increased. I'm not sure if I can have a custom gametype linked to the map?

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    yeah the map is blue, it's not my tv.

    here is the layout, with some minor differences : Spaceport, Mapmaker map for TSFP - YouTube
    in particular, the absence of sliding doors in the central room makes the map feels more open. also this room used to have a medikit in addition to the shotgun, but in halo 4 there are no medikit. I hope the shotgun is a strong enough incentive.
     
    #1 Fauch, Dec 11, 2012
    Last edited: Dec 11, 2012
  2. xDTx Kaos

    xDTx Kaos Forerunner
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    I came onto this thread expecting another hamster tunnel map using the impact structure pieces. I must say I was pleasantly suprised. I can't get a feel for the map in terms of layout but it looks decent from the pics.
     
  3. Eculc

    Eculc Ancient
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    Suggestion for the future: use the screenshot extractor. the fact that you've not made this out of impact tunnels means it's already better than some of the space-station themed maps, but it's hard to understand the layout without good-quality pictures.

    Still though, looks like it could be fun. an overview shot of sorts might be worth looking in to.
     
  4. oowoon

    oowoon Promethean

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    From taking a quick look at the map, there is a lot of opportunities for close quarters combat, and a few places to shoot people from above. I do not think the trait zone that has been put on the map is a good idea though, as it will make combat atrociously fast paced. I would say remove it, but that is just me.
     
  5. Fauch

    Fauch Ancient
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    there is a video, isn't it better than an overview?
    is it better with that?[​IMG]

    it is used for the blue color, but I guess the other settings could be replaced by a custom gametype (the speed in particular?), so that players may choose if they want it fast paced or not.
     
  6. Eculc

    Eculc Ancient
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    Yeah, the layout drawing is nice.

    I can definitely see how this could be very good. Like was said above, I think the only change I would make would be to remove the speed effect.

    the blue effect looks cool though.
     
  7. Fauch

    Fauch Ancient
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    I reuploaded it. same name, same description. the trait zone now only affects jump height and gravity.

    I also created a custom gametype for this map called "Spaceport TDM" (on my fileshare). maybe I should do Spaceport FFA too? well, there are no team spawns, but I hope that neutral spawns work for TDM, I always prefered playing TDM on timesplitters with neutral spawns.
     
  8. UberAURORA

    UberAURORA Promethean

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    Fauch, use the Halo 4 Screenshot Extractor to get proper screenshots. It looks complex but its really quite simple. Save your screenshots in Theater and give them a distinguishing name, like SpaceSS1, SpaceSS2, etc. Then set up a usb drive with your Xbox, then go to the settings on the dashboard, then storage, games and apps, Halo 4. Then find the screenshots and copy them to the USB. From that point onward, just follow the instructions in the thread.

    It sounds super complex, but I can assure you its not. Also I just noticed your post count, 117.
     
    #8 UberAURORA, Dec 13, 2012
    Last edited: Dec 13, 2012
  9. Fauch

    Fauch Ancient
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    I have no suitable usb device for that :(

    what about my post count?
     
  10. Kazerra

    Kazerra I Beat the Staff!

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    I ran around the map a few days ago but never really got the chance to comment.

    I'm a fan of the layout and your idea for having mainly CQC combat, however I do think the map is just a tad too cramped. I understand this is to support CQC and not cross-map fights, but widening many of the corridors and increasing the size of areas won't harm CQC fights at all. It'll simply allow more room for movement.

    I also thought the top levels were too campable. There are only two routes up to them and both are vulnerable (I apologise if there are more - I didn't notice). Perhaps adding in a third route, or decreasing their height advantage, would fix things up a bit.

    117 is the Master Chief!
     
  11. Fauch

    Fauch Ancient
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    the blue rooms with the windows?
     
  12. Kazerra

    Kazerra I Beat the Staff!

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    Yeah. There are only two hard routes up to them, with an extra man-cannon. The rooms are pretty cramped so they may be easy to camp with a Boltshot or something. Just a thought.
     
  13. Fauch

    Fauch Ancient
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    I have a new version, I broke the dynamic lighting hopping it would improve framerates. I also think it looks pretty cool that way, but I got rid of the blue effect, it was almost blinding with no shadows.

    I changed a couple weapons, railgun instead of concussion rifle, concussion rifles instead of battle rifle and plasma pistol and boltshot instead of magnum.
     
  14. the_suicide_fox

    the_suicide_fox Ancient
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    Cool, was this TS1 or TS2? I vaguely remember those games.
     
  15. Fauch

    Fauch Ancient
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    TSFP. it was not possible to build such a map on TS1 and TS2
     

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