Liquid Space

Discussion in 'Halo 4 Archive' started by wade, Jan 22, 2013.

  1. wade

    wade Forerunner
    Senior Member

    Messages:
    114
    Likes Received:
    1
    Please Watch the Video, it will explain everything much better than my words/pictures can:



    Liquid Space is a symmetrical team objective map. It also plays very well as an infinity slayer map, oddball map, or even as a flood map. The element that I spent the most time on, and eventually built the rest of the map around is the "Liquid Space" gravity pool.

    [​IMG]


    It is comprised of 12 10x10 gravity volumes and a couple overlapping trait zones. The end result is a 20x10 free standing gravity pool that you cannot fall out of. The pool area alone is a great fun for lots of mini games, but I wanted to build a full team objective map around it.

    Even though the map has a very unusual central element, it is surprisingly straightforward and simple to understand. The clips in the video above are all from one 4v4 test game (there have been many). I used a game where a lot of the players were playing the map for the first time. As you can see they intuitively pick up on what to do quite quickly.

    I worked very hard on making every room in each base as dynamic as possible. The 2 floor central control rooms have created some really amazing conflicts during my time testing out the map. Every room has multiple entrances and exits that have been tweaked and re-tweaked in order to create the absolute best game flow possible. Thanks so much for checking it out! I hope everyone will enjoy it!


    [​IMG]



    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]

    [​IMG]

    [​IMG]



    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]
     
    #1 wade, Jan 22, 2013
    Last edited by a moderator: Sep 8, 2013
  2. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

    Messages:
    1,498
    Likes Received:
    2,074
    I really like this concept. Its like an upsidedown zealot! I wish you hadnt used the impact tubes though... One thing I recommend would be to make the hovering items at an angle so they look as though they are floating more naturally rather than all straight up and down.
     
  3. wade

    wade Forerunner
    Senior Member

    Messages:
    114
    Likes Received:
    1
    Ha, yea I had never though of it like that, but thanks.
    I'm sorry that you don't like the impact pieces. I just had to use them. On the second floor where they are turned upside down it is as if there are large ramps all along every wall. It makes the game play really different because you can always move back or to the side in order to gain elevation.

    I agree with you about the floating objects. It got so painstakingly tedious to align them all in the best possible way for game flow that I ended up leaving them all in an upright position. They still fly around haphazardly as soon as the fighting starts though.

    Also, just as a side note, all objective pieces (flag, oddball, ect) float in the gravity pool as well. It gets nuts..
     

Share This Page