Ascendance With the file share finally up, I thought I'd show off one of my newer projects. Built with the help of a friend, I present to you Ascendance. Its based off a certain part of the Halo 4 campaign/SpOps. Cookie for the one who works out the location. Let me know your thoughts.
Badass. Man it looks awesome, I really love how you implemented the Forerunner structure in the map, normally that wouldn't look good, but you pulled it off nicely. The shade turrets are a nice adding, so is the ghost. I know exactly wich SpOps mission this is, not the name.... Half an cookie? Im om the iPad right now, so I can not give an full review
Its from requiem in the campaign now wheres my cookie! I was thinking about making this exact same level haha, kudos for actually doing it. I tried to make a map based off of the section right before this. The long bridge with banshees, but it doesn't play well as far as I know. I hope yours fairs better, I'll check it out soon.
Looks pretty nice, I can see the inspiration and you certainly captured the scale and feel of the campaign section. I have slight reservations about how the gameplay will turn out, but if there's anybody who can pull it off, it's you. After Data Hive, I secretly wished you'd do more of these.
amazing looking map, for halo 4's standards, this would look incredible remade in halo reach, i can't stand the damn "white with black lines running through" texture of just about every halo 4 forge piece, creative aesthetics are dead in halo 4 because none of the pieces have varied textures. I dont know if this is a remake but it feels like a halo map, design wise, and you implemented the forerunner structure flawlessly, ive never seen anyone pull that off before, nice work man
Its funny because I looked that bit initially as well. [br][/br]Edited by merge: Thanks man! If Reach hadn't died I would have had another 2 campaign based maps. It seems to be my speciality... better go location scouting for the next map! [br][/br]Edited by merge: Yeah the textures aren't the greatest. I've attempted to cut out as much horrible texturing as possible and made sure texturing lined up. I don't play Reach anymore, so no chance there. Thanks though! Using that structure was my intention from the start and Im glad its worked.
Just played this with you guys. Psychoduck summed it perfectly by saying that it was too top heavy, but it looks just like the level. It might help to make the top floor longer with more entrances, or it might make it worse. Goodluck!