Memento By Noooooch Description: An asymmetrical room based map. Player Count: 4-8 players Current Gametypes: Slayer, KotH, Oddball, Extraction Central Atrium / Damage Boost / Jet Pack Spoiler Another view of the Central Atrium Red Room Spoiler Blue Room Green Room / Railgun Gold Hall / Sniper Rifle Videos: EVO Regicide FFA on Momento by Noooooch - YouTube http://www.youtube.com/watch?v=S1Y69 Note: These videos were made during BETA stages. Weapons, spawning, LoS, etc have since been updated. Initial Ordnance: Damage Boost x1 / 120s Jetpack x1 / 60s Weapons: Sniper Rifle x 1 / 120s / 1 spare clip Railgun x 1 / 150s / 2 spare clips DMR x 1 / 10s BR x1 /10s Light Rifle x1 / 10s Assault Rifle x 1 / 30s Storm Rifle x1 / 30s Plasma Pistol *x1/ 90s Needler x1 / 90s Frag x2 / 30s Sticky x2 / 30s Pulse Grenade x2 / 30s Screenshots courtesy of Str8Victory. Videos courtesy of Overkill and aPK. Download: Press "Start" / Go to "File Browser" / Select "Map Variants" / Select "Fileshare Search" / Enter "Noooooch" (5 o's)
Mmmmmmmmm. So happy to see this remade. looks great and I hope halo 4's new sandbox isn't to much of a problem.
Yay for Memento back. I put on an older version of this in a custom lobby (3v3) not too long ago. Navigation with colors was great. I would, however, like to see more traffic in the Gold and Blue rooms and less in the Green. Most of the conflicts seemed to occur in and around the Green room, with players only occasionally going to Gold especially. There was also one complaint about too many weapons being on the map (although I don't really agree) and a few more about spawning behind enemies. I haven't experienced any problems myself, but that may be something that needs to be checked out. If you'd like, I'll rewatch the footage and look for the bad spawns.
This is the best looking map I've seen so far on FH. I have to get a game on this sometime. Good job remaking it.
You forgot to shamelessly copy/paste the vid: EVO Regicide FFA on Momento by Noooooch - YouTube Opening up bottom yellow into a lift to shoot players top yellow shoud greatly be considered. Every room has more connectivity and flow while Yellow lacks. The non team colored rooms should be the areas to be contested since they are neutral. Red and Blue have 3 paths leading into them while Green, being neutral has 4. Yellow only has 3 paths is done in such a way that it is only used as a transition room. Having played over 20 matches on this map with full parties Yellow has always been the room with the least amount of traffic and least amount of action. In connecting the bottom floor to top yellow with a grav lift I believe that the gameplay becomes exponentially better by providing better flow between rooms and more options for players that fall bottom mid. As for the weapons here are some changes I recommend: remove the suppresor b/c it is very ineffective even in it's intended range, replace the location of the suppresor with a plasma pistol replace the light rifle spawn with a storm rifle, light rifle is nice to have but compared to BR or DMR starts people would hardly ever go for it remove boltshot, not really worth picking up and there is an AR within close proximity which is more than good enough Those are some of the changes that I recommend based on feedback of players in the lobby after playing many matches and testing out the recommended changes on a kleenex group.
Looks lovely. The aesthetics are simple, but that's what makes it look so good. I like how players can easily orient themselves due to the different colours and layouts of each room. The video gave me a much clearer idea of how it played, and I have to agree with the comments about Yellow Room. I can't say this from personal experience, but going off the video and others' comments, it doesn't see much action. Perhaps adding an additional route into the room would encourage players to travel through it more often?
WELL the fact that you can't change the clips of Initial Ordnance is definitely irritiating. It forces us as forgers to use longer timers on weapons that what would be ideal for the map. I can still just place the weapon, but having a waypoint over the Damage Boost (or any other powerup for that matter) but not over the other power weapons is just inconsistent and unacceptable to me. ALSO we can't have spawn powerups without using ordnance drops, so that is very frustrating too. Were you having spawning troubles in the 3v3 you mentioned, or in a FFA game like in Overkill's Regicide vid? If anything, the spawns have been tweaked in the V 3 BETA which neither you or Overkill have tried, so hopefully that's been resolved. Not too worried about FFA spawning though, am more interested in 4v4 spawning. Am definitely interested in feedback regarding power weapons, so maybe I should trim it from 4-3 power weapons.. Thanks man, I still think it looked hella cleaner in Reach though. Hearing your feedback regarding gold hall is actually reassuring. Gold hall was never meant to have as much traffic as the other rooms. It was meant to act as a mere transition hallway between red and blue, while bringing you into the center atrium. I am keeping your advice in mind but I thinking about trying to encourage movement there with other options, like possibly putting a tele at bottom green and connecting it to top gold, or by removing the Railgun and Sticky Launcher in Red and Blue and placing a Railgun at Gold instead. I still just want gold hall to be transitional, so it focuses gameplay into the other, more well defined, rooms. Thoughts? See Overkill's response. Am keeping my ear open for feedback and opinions.
That match was a 3 on 3. No FFA. Also nice to see that you changed the spawns up. I will re-DL and try it out in another lobby. I really do think that Green Room was a bit of a problem, especially the topmost ledge. Hopefully you can do something about that Many a setup was made there.
That's a little vague. Are you concerned about players being able to set up too easily in Green Room? If I add a lift underneath Gold Hall, it might make it easier to counter a set up at Green Room, since Gold counters Green... sort of. Anyway... can you clarify?
My only comments are these lacking cover, You did use a couple crates but your missing out on so much more this brings me to the next point LOS are huge all over this map. Maybe invest in some Dominion Barricades, lastly it feels kinda plain(lacking in substance) maybe juice it up a bit.
This isn't gears of war. In a room based map, the rooms themselves act as cover. When a battle occurs, it is much more tactical and takes more strategy because you have to control the room that you're in. The design promotes competitive, fast paced gameplay. Adding more lazy cover is only going to encourage more "oh **** my shields are down, hide around the nearest corner and wait for him." Adding scenery not only would make a map like this look cluttered. On top of that, most scenery objects demote gameplay, eat up your budget and add almost no structural cover compared to everything else he's built. Noooooch. Can I nominate this for FHF? I wasn't sure if it already got one.
In addition to what Paints said, the long LoS from room to room is definately necessary here else it would be too simple to control a room given your opponents' only option would be rushing that position. This was enjoyable the few times I played it in Reach. Based on what I remember, green room and plat were heavily controlled by our opponent throughout the game, however. Of course, it may have been due to an uneven set of teams. I'll try to run some games on this later today.
The LoS aren't really that huge. There are a few LoS that are over 12-16 units long or more, but they are mostly segregated and managed by the rooms' walls. What kind of "substance" do you think Memento lacks? It's meant to be a simple, fast paced map... so I wanted it to be as minimalist as possible. Thanks for the defensive assessment Paints. You pretty much summed up my take on the map. Memento was never a FHF. It made it to the voting stages once or twice maybe, but it didn't quite make it before. Let me know what you think after you run some games, if you can. I'm trying to release this soon and I want to get as much feedback as possible.
Memento / BETA V4 is in my fileshare right now. I may push back the release date a little, depending on how this current update changes gameplay. V4 Update -Sniper now spawns in Top Gold. -Green lift reworked. -Railgun and Sticky Detonator (which replaced the SAW in my previous version) were removed. -Railgun now spawns in Green. -Sightlines opened up in Green, Red and Blue rooms. -Jetpack now an Initial Drop -Blue initial spawned moved a little -Supports Oddball -Minor weapon and spawning adjustments -Some crates were replaced with wing barricade thingies -One way shield doors added to red and blue "balconies" as they were in Reach I am still considering changing map layout and geometry.
damnit, i just got V3! lol just played a game on this last night man, i liked it a lot. im going to keep it around and play it often. great job!
V5 Update -Sniper spawns in 120s with 1 spare clip -Railgun spawns in 150s with 2 spare clips -Switched Needler and Plasma Pistol locations -Added Extraction -Minor spawn and weapon adjustments I'll be officially be releasing this, along with Serum, within the week. [br][/br]Edited by merge: Release Update -Railgun now spawns in 150s / 3 spare clips -Minor spawning adjustments Thank you to everyone who provided feedback. The OP has been updated with videos, new screenshots, etc.