Post your map sketches here! Give and get critique

Discussion in 'Halo and Forge Discussion' started by DC, Aug 9, 2012.

  1. suffocation49

    suffocation49 Ancient
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    I had an idea of a Wall that isn't a line of sight blocker (too bad fences are gone...). And I wanted it to be the center of a map, so I sketched it up and put it in sketchup. Any suggestions fellas?
    [​IMG]
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    In the back there are two drops downs to pretty basic rooms. I'm thinking the drops lead to teleporters, which are one way and send you to the opposite side; is that too much?
     
    #301 suffocation49, Dec 22, 2012
    Last edited: Dec 22, 2012
  2. Waterfall

    Waterfall Promethean
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    Your wall is actually a very cool idea and very original. I can see it being used in many a map.
    Is that sketchup of an actual map you want to build? If so then you have some very long lines of sight like on the far right it is literally across the map. Same with the far left and the top going horizontally ...aaannndddd the bottom going horizontally.
     
  3. suffocation49

    suffocation49 Ancient
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    @Waterfallninja3 It was my first sketch-up, I didn't want it to be symmetrical since that's what I tend to do. I'll Sketch something new up haha.
     
  4. Fauch

    Fauch Ancient
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    lol, that's awesome how some people get their map ideas. "I wanted a wall in the center of the map" :D if that was that simple for all of us... XD

    I'm not sure what everyone has against line of sights across the map. that's something I do quite a lot. but maybe the map could use more cover. it could pose problem with spawnpoints, there are few places where people can spawn without being totally exposed.
     
  5. Dax

    Dax Mhmm.
    Forge Critic Senior Member

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    Auburn, stop holding out on us and let us see that sketch up you made of your design.

    ;)
     
  6. Auburn

    Auburn a dope soul
    Forge Critic Senior Member

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    [​IMG][​IMG][​IMG][​IMG]

    I'm actually not too fond of it anymore. I'm going to try to redesign it around a central atrium or attempt to include more adequate room to room lines of sight.

    Cough Cough. I heard there was a contest idea floating around.
     
    #306 Auburn, Dec 25, 2012
    Last edited: Dec 25, 2012
  7. Narfidy444

    Narfidy444 Promethean
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    Ya Auburn, it looks a little claustrophobic right now. If you just moved the 4 main rooms outside more, and add a center "gully" into the middle, it might work. And a tunnel to cut through from green teleporter room to orange teleporter room.
     
  8. Auburn

    Auburn a dope soul
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    Yeah, the connections could be somewhat claustrophobic, but the rooms are actually quite open. I did have an idea to add in that tunnel you suggested, but I didn't want the connection to be too long. I will probably end up adding that in there, nonetheless.

    Thanks.
     
  9. StolenMadWolf

    StolenMadWolf Promethean

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    Heres an idea for a new map until I can get a group together to find out what is apperently causing the lag on Dystopia.

    Mind the picture I was rushing to get this sorted.

    Note, a 2x2 square should indicate 2 forge units or a 2x2 piece
    [​IMG]

    The Diangal Lines indicate pits
    The fully shaded regions show solid walls or blocks
    The arrows indicate direction of upwards incline
    Triangles indicate man cannons
    Rough circles on a square indicate teleporters.
    Dotted lines indicate objects or walls under a platform

    For those of you who have seen the first maps I put on, you may have noticed that the Docks from Sacrement/Sacrifice are making a comeback. So this new map will be based of Sacrifice.

    The central atrium of the map will mainly involve players rushing from cover to cover as it is in a tight space, the upper atrium will mainly be bridge like and will focus on long range.

    I havent decided what weapons will be availiable, along with how I will be setting up the teleporter system.

    Advice?

    Oh can someone sticky this thread on to?
     
  10. Fauch

    Fauch Ancient
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    at first I thought that room at the top was redundant and superfluous, but then I read about the pits. I thought they were walls.

    what are those 3 dead ends for?
     
  11. StolenMadWolf

    StolenMadWolf Promethean

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    They are not dead ends, they are platforms you can jump across.
     
  12. Erupt

    Erupt Forerunner
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    Auburn, I feel like that map is going to suffer from the same thing as Ebalere did early in its life. There aren't going to be any conflicts between rooms, just within each separate room. Mostly due to the abundance of chokepoints.
     
  13. Narfidy444

    Narfidy444 Promethean
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    Wolf, I think that you are going to need more to your map. It looks a little bit plain right now. I think Its gonna need more routes and stuff.
     
  14. Fauch

    Fauch Ancient
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    what are the teleports for? it looks like they serve the same purpose as the 2 corridors next to them.
     
  15. theSpinCycle

    theSpinCycle Halo Reach Era
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    @Forgewolf

    Teleporters seem useless because of that path. You've also re-added those docks without adding the side routes towards the bases. The point is that the docks (or any area on the map) can be accessed from multiple distinct areas for different purposes. As it is, the only time someone's going to go on the docks is to go up to that ramp in the middle.

    Similar issues with the top room, and dead end issues in the side rooms. This version needs a whole lot more options for players to take.
     
  16. StolenMadWolf

    StolenMadWolf Promethean

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    I was going to link those teleporters separately to the two side rooms.

    But now I look at the map more, yeah, it ain't my best idea due to the lack of routes and the fact I hadn't thought it through.
    Back to the drawing board I guess lol.
     
  17. Auburn

    Auburn a dope soul
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    I drew another map up last night. I wanted to use the same idea that I originally used for that previous sketch with LoS going through the center, so I incorporated some pretty little windows and more linear entrances. The teleporter system is sketchy, but I'm not quite sure what to do about it. I may remove the blue line and place the orange sender elsewhere. The picture came out blurry, so I added marks to show inclination abd where the windows are. The blue and orange dots show the teleporters lines, the filled triangles are senders, the open triangles are recievers, the yellow dot is overshield, and the purple dots are stackable sniper rifles. Green is a quick lift.
    [​IMG]
    Thanks for that bit, Erupt. I went overboard with the 45 degree curves, haha.
     
  18. theSpinCycle

    theSpinCycle Halo Reach Era
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    Aerowalk (with Sketchup window included because I was too lazy to crop..)

    [​IMG]

    Thoughts on the two-teleporter setup? Blue is a one-way set with the teleporter at the very bottom of the map as the sender.

    Haloized staircase at the bottom right is subject to be replaced with a lift of some sort.
     
  19. Auburn

    Auburn a dope soul
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    I thought you should connect the topmost and bottommost teleporters together to add further risk to those traversing immediately from the lower to upper floor. You mentioned something against it that I don't remember, though. Other than that, it looks gooood. Did you keep the window between the bottom of the curved inclines and the stretch under red teleporter?
     
  20. Fauch

    Fauch Ancient
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    why don't you make a hard route instead of the red teleport?
     

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