18 maps. 18 sessions of Halo 4. 18 Recaps. Jeez. PRISTINE RAVINE Mine. This was the first Halo4 map I made and it's a redo of a draft version I put together on Reach. A confused map with an identity crisis. Funny that Nutduster said that it played like 9 interlinked areas, as it was kind of an experimental technique I used to make it. On reach I put together a massive grid of 5x5 flat blocks, put togther so i had 36 or so 5x5 rooms. I took the 5x5s away where I saw fit, and created it as a room based map. How linear can you get? TBH I designed this to give as straightforward a 4v4 experience as possible, and if it doesn't set your minds alight then that is why. It certainly works but just cos it CAN work doesn't mean it SHOULD work. Might put this baby out there. Or not. SANCTION You already know that there was an issue with the spawning so I won't talk about that. The layout was great and although it spanned a lot of ground it didn't feel massive, big enough for 4v4. I really liked the look of the central room, very roundand cylindrical and tricky to hold in KOTH. I did feel a bit pushed down to the bottom layer for most of the game, but that was likely due to the spawns. Another game with that corrected would be greatly appreciated, so we can form a fairer opinion. LIBERTAD You did a grand job with the back area, it looked superb and added a different and interesting route. The issue seemed to be that although the central corridor and the binary rifle corridor are both well forged and work fine, they are disconnected completely, right? If there was a way through then I didn't find it apart from round the ends. Maybe add another way through to the binary from the middle somehow. If there was a way I apologise wholeheartedly. I did get the rockets over and over again, i just don't think ppl were looking for them up there. You could stand them up straight, so that you can see them from the ground level, cos as they are invisible til you are up on the ramp up there. I was thinking that it would also be awesome for the vehicles to be able to take the back route a bit more easily as well, so that a hog can go screaming round and round the map as it were. awesome fun all in all! SALVAGE The more games I have on here the more I understand how versatile the design is. I honestly wasn't keen on it the first time we played it, but as soon as you learn the layout, navigating it is a dangerous and fun hoot. There is something about where the flag spawns that is very nice indeed. Killing a team off rewards you with a chance to pull the flag, as it should, and defending a dropped flag near the enemy spawn is a rush. I will be sad to not be testing this when you release it. It's not out is it? SADFAIC that the binaries have gone. CHIMERA I enjoyed this game despite the problems that are inherant to oddball. Everyone was right about not including spots that are only accessible one-way. But then this wouldn't be that bad if not for oddball, unless you had someone lodged up there sniping away. I didn't notice what view you have of the map from those spots, maybe you can't do that much sniping. I seemd to be spawning nice and safely, no issue there. Bottom-mid is still fun and frantic at times, but it's now no longer the sole hotspot of the map. BURIAL MOUNDS I got very much ****ed up during this game, 'cos I couldn't seem to find a groove. Everytime I spawned, I seemed instantly to be in a two-on-one situation and taken down within seconds. It is very open unless you skulk around the bottom layers, and enemy fire seemed to come from 360'. Don't take my word for it though, I was just having a bad game more than likely. I have a theory about CERTAIN old/older maps in Halo. Blood Gulch/Hemmorrage is the best example. I think that multiplayer gameplay in this series has evolved beyond the maps from H2 and CE. Tombstone/Highnoon is another. In CE it was ****in awesome, but it was dull as dishwater in Reach. DMR from one side of the map to the other, repeat. I relish 1v1 fights in quick succession, on tighter more competitive maps, that we have been playing since Halo3, like Epitaph, The Pit, and Countdown. I am absolutely not trying to say this remake of burial grounds is a bad map, cos it's a superb forge all-in-all, and I loved this on H2, but just that it promotes a more old-fashioned approach to Halo that I struggle to re-adjust to, and not a modern, map-control-centric form of gameplay that I am used to. MOBILIZE An absolute blast, good LOS and yes the mantis was fun to fight over, not that it did any occupant much good to er, occupy it. How suprising it is to find that this most overpowered of vehicles can be made hugely vulnerable by it surroundings, and quite correctly too. The long LOS got fun when you got hold of a sniper, as the back corners of the map gave a good vantage point over about 25% of the map. Hard to give a solid review from one game. The bottom mid joined up nicely with the sides, and vehicle gameplay was a big factor in this map, despite it's medium size! Coulda been due to the wide corridors and big open turns, but the hog drivers and gunners gave a solid account of themselves, getting in and outta trouble fast. You won't find me in a vehicle 9 times outta 10, so I can't comment on if it was fun to drive around on or not. Testing again soon hopefully. ZINC I had more fun on here than the last time, but fell to my death a few times in the centre. I also pulled the flag and went down to the bottom opposite the big pipe-rail side and just got stuck. I couldn't see the way down/through, so my flag run just stalled. I think it needs to be a bit more obvious. Do you have to go through that little gappy window bit? If so then It looked lethal to me, and I just sat there and panicked, then died. My only complaint though. This plays solidly as hell, and attacking the bases is tactical, dangerous and lots of fun. MOAR PLAES. RADIANT Thanks tcoj for all yur advice and kind words, it's playing like I want it to. BLEACHED Fun, fast and tactical. An arena map, in every sense, and the true final version of White lodge. Surely it's finished? REACTOR 8 I loved this! You have to stop being so down on your own maps. I thought it was a fine size and I REALLY WISH EVERYONE WOULD STOP FOCUSING ON AUDIENCE'S PERCIEVED INABILITY TO MAKE 4V4S. I don't know where this came from but just cos some of your maps play at different or faster paces than others doesn't mean they aint good or don't fit the team sizes. I felt good on this map, and got the layout quite quick. possibly would try one flag on here instead, The defending team at the flag that was on the inside of the map. I am sorry but I just had an absolute blast fighting in that round room leading up to the enemy flag. I did get a bit confused and take the flag into a 'dip' in the map just next to the flag spawn, where you get up via crate jumps. Once it got in there (i got killed and dropped it) I couldn't grab it again and that flag run was lost. So maybe take that dip out and put a ramp instead of a jump-up. Good work though. BEAVER CREEK I don't want to play Dominion on here again. It's too small and it got waaaaay confusing inside the bases. I understand your determination to have the gametype running on here but personally I would just polish the other gametypes. I do like the forging and it feels so much like The Original that you almost forget it's a forge map. I would enjoy a game of slayer on here a lot more i reckon. So bring it!!!!!!! ITZZAUDIENCEOFDAXX I struggled to get to grips with this at first cos the FR was so very distracting. We were also saying during the game that it felt a little big, or spread out? Once I got into it a bit more, I settled down and began to enjoy it. You said you already fixed the FR though, so I look forward to another game on here soon. CITRINE I liked this a lot. It was simple in extremis, but did you say it was just a prototype? If so the layout is good, allowing for a good deal of flanking and co-ordination 'twixt players. Sadly there was no ordnance, that woulda 'jazzed' things up a bit. Lol. LITH Arena-style map is arena-style. The little x-shaped detail on the sides was awesome, and really unique too. I wish I had thought of that. Tell him it plays well and weapons are distributed well too. HEPHAESTUS Very fast, competitive, and right for 2v2. You had just enough breathing room for your buddy to catch up to you, and then the fight was on again. Good use of the corner walls on the top at the back- I only discovered the Railgun in the last 2 seconds of the game! That might have been handy earlier on actually. The teleporter didn't show it's graphic for me- This happened on one of mine and I don't know how to fix it. I can't write this bit without mentioning the utterly sickening no-scope that that ****ing Nutduster got on me. I was like- OCTAVE This is a perfect 2v2 map. HOW? I thought we usually did 4v4 on here? Is this version smaller? The Binary seemed a good choice I agree, I got one kill with it I think. Me and Unrivaled got a win on here. It just seemed immensely tactical and worked better for 2v2 I'm sure. You kept rushing that window at the end , luckily I stayed there, and we managed to get a solid game in. Good luck in the 2v2 with this. IMPACTED Mine. It is very very straightforward isn't it? You grab the sniper for your team and range out from that hut to try and control top-mid/ push the other team outta their hut. Perhaps it's simplicity is good, perhaps not. I ain't doing anything to this little *****. ONCE AGAIN; PEACE OUT MOTHERFUCKERS
Did I quote that correctly? Thanks so much for the kind words. The gap in the window is just aesthetics. It's not meant to be jump/walk through able. The only way to take that flag from that spot is through the middle, which is what I'm gonna try and change
Ok, I'll be updated this post as I go through the maps. Zinc was awesome, middle was a little open but not bad enough to fail. Sick use of the pipes and other piece usage as well. My one concern is the long underground hall that holds the boltshots. I felt like it was too easy of a flag run. If you spawned on the opposite side it was way too hard to get to a flag runner when he was in that tunnel. Other than that, which isn't that bad, this is a great map IMO. Salvage. This was fun and super creative. I just had trouble due to the skinny paths to the ship and falling to my death in certain spots. I also had a little trouble with the separation of the maps levels involving my falling deaths, lol. This and the many man cannons opposed to more structure and dance floor are my only complaints. But this is a great idea I would love to see more. So creative and original. Mobilize. Also very fun map. The mantis wasnt overpowering and the layout was cool but I don't think the lowest area with the mongooses was used much. I felt like it was avoids at all times. I think if it was an area of interest like if it had a power weapon and maybe a lift on that y platform to take you to the upper level then the room would be used more. Right now it's pretty much a wide open garage for spawning. We only played slayer so if you have a hill or oddball down there it may be different but even then there's no cover. That's my only problem in that entire map. I bet it's even better with a slightly bigger party. I'll give some more tonight or tommorrow.
I'm glad you enjoyed it. I'm basically rebuilding the map from scratch now, but it will be the same basic thing. Just a bit smaller and more complex. I really am pleased that you enjoyed this so much, it does me good to hear that my crappy large maps at least are liked by you (This also answers your question of where that idea I cant make 4v4s came from: I started it because it's true) Thanks for the kind words. If I can get a hold of you before Tuesday i'd love to have you take a look at the newer version of Reactor. I hadn't thought the size would be an issue before you guys began to say that last night. I'll not do too much about it, the tests have all been pretty good so far, but if the issue persists I'm sure Dax and I can find some solution. It seems that my 2v2's are growing in size. It's weird. Also, Juanez, any thoughts on my map Citrine? The yellow ravine one. I'm just curious if you have any suggestions/opinions that Nutduster hasn't mentioned. Thanks for the kind words, they mean a lot. I'd like to get you on another game on Convergence (new final name of the coforge) without the framerate (I think it's gone anyway). Perhaps that will ease your mind on how the map plays.
I have no issues with the size of that one. It felt spacious but not overly so. I think a lot of forged 2v2 maps are unnecessarily snug and keep you right on top of each other; you can play a very good 2v2 match on a smallish mid-sized map.
AUDIENCE, I am sorry, what I said for Hephaestus I meant for Citrine, and I meant to say that Hephaestus was really good, that's the one Nutduster no-scoped me on. Duh. Confused. I have altered my post above. sorry
well there is not much to say that hasn't already been said. I may be slightly intoxdicated as well so bear with me So ill try and add some new idea's to a few maps Juanez. Radiant is playing well and you need to just release it. Prisine ravine was a pretty cool level that seem to be a pretty good cature the flag map. I like small simple maps. so impacted worked well Zombie- i like your incorperation of the erosion environment. i think your spawning needs work and you already realize that Tombo. your main hall seem long and only had a few ways out of it. you spawning in capture the flag needs work our last spawn put us in a long small corridor with no chance of getting the flag Nutduster- Salvage isn't my favorite but at least it doesnt make me cringe when we have to play it anymore Bleached was pretty fun- i always enjoyed this map Octave- this was a fun match, although one of you lifts causes you to go awry if you hit it incorrectly. it would be cool if you made it so you can never go off it incorrectly. cyborg- this was probably my favorite map from you yet. I really like how you incorporated the vehicles without making them overpowered. definitely hope we play this again. iznel- zinc is pretty cool however while running the flag to one side there is a hug pit . i found it very frustrating trying to move the flag across it because it is so open there and everybody can basically take target practice at you. audience- I didn't really like citrine. i felt there was too long of a sightlines. the bottom natural area also seemed distant from the level and hard to get out of. I didn't really like you 4v4 map either. but that could be because of the utter standstill we had for the flag frustrating the crap out of me. maybe we should test this in slayer. I felt you map with dax was a tad large. I don't really like maps where you have to look around to find people. i think we should test this 3v3 or 4v4 if we get a chance. BTW this map does look beautiful and is not a bad map but it doesn't really cater to my playstyle in a 2v2 environment. Myself- chimera is obviously not the best for oddball. i might stick to slayer for the next lobby. But i am pretty much satisfied with it. However i have said that before. Beaver creek- Well i guess i am never going to get a small map to play well on dominion so i might as well stop trying.
I'm going to see if I can ind a remedy for Citrine's issues. However, I am pretty much maxed out at my budget and pieces. It may not make a return, and if it does it will be highly changed. I didn't like my 4v4 map either. I'm working on it. Personally i don't have an issue with the size. I agree, i think it's a personal thing of preference, although I think that it would play a nice 3v3. 4v4 would likely be too much, but maybe I'll try it out at some point. Good to know, thanks for dropping your opinion on that. I understand, you guys played double what I did, and I thought I played a lot. Like I mentioned above, I am trying to rework some of this map's architecture. I like the long lines of sight, but some were ridiculous. The absence of power weapons and such was my fault, i forgot they wouldn't show up in the game I used. They are there, but not that game. Thanks for the feedback, you guys!
I don't actually think it's possible on this particular map, but I'll see if I can make the thing a little more reliable somehow. The current position of it is supposed to make it hard to use the lift from any direction but the intended one; but if you jump over the railing and hit it from the side or just approach from a funny angle it can murder you. It happened to me once in that game, too. Sigh. I hope one day we have lifts that always work the same no matter how you approach them, realistic physics be damned.
Yes you may. We are full (+1), but still accepting reserves. And oh hey, this lobby is tomorrow night - get your maps ready! I'm not quite sure what to test. I may do a full-team CTF match on Octave; somehow we have yet to test that gametype on this particular map.
Due to the extremely long saturday lobby i was unmotivated to forge sunday so i am not really sure what i am going to test. I might do my flood map one last time since i haven't tested it with the new spawns and weapons. and i might do a no armor ability slayer on chimera. When is my next long weekend. So i can forge something substantial.
The ony way to make sure you don't go sideways is to put something on the sides of the mancannon. I think struts work the best because other things look ugly. I never have gone off of adrifts or haven lifts awkward. I might go look at them to see how they are set up to cause perfect lifting
343 cheats, that's how. They aren't using forge objects, their lifts can be programmed to work more consistently. I'll see if I can bracket my lifts with something. That spot is a semi-awkward one for a mancannon to be because you're often approaching it from the side instead of the back; that's why the many mancannons on Salvage never seem to cause problems even though they're used a lot more than the two on Octave. Forge, you cruel ***** goddess.
You literally took the words outta my mouth. Was going to say that on disc map's mancannons dont use the physics engine but fire you on a pre-programmed path. Lifts such as Narrows, Guardian and Adrift. Has anyone thought of trying manipulate the way you are launched by using a trait zone on the lift? Might work.
I'm already doing that on the big lift on Salvage, and it works, though it still took some extra effort from Audience and me to make it work 100% of the time, sad to say. Ultimately that lift uses a mancannon, a trait zone that immobilizes players and turns off your AA, a one-way shield to trap players into a flat trajectory, an elevated platform to force player entry from a single direction, and three structure objects to prevent running into the lift at a goofy angle. It's the most complicated lift in the damn world and all it has to do is shoot you up in a straight line! Unfortunately I don't think trait zones will help me on Octave, but a little more physical structure around them, to force players to approach from one angle only, might.
Yall think I should put ordanance drops on Zinc? I feel like people never really found all of the power weapons.
I still have no idea where ANY power weapons are on that map. Either I'm a dummy or people were scooping them before I got there (or hey, could be both). Actually, of all the changes in Halo 4 that I was worried about, the one I grew to like is initial ordnance. I'm not such a fan of personal ordnance (promotes camping and lack of movement) or random ordnance (seems mini-game-ish; this is competitive play, not Fiesta), but initial ordnance, with or without respawn, is so beneficial to customs players in particular. No more feeling lost on unfamiliar maps and getting crushed by guys who happen to have played the map before, or guys who MADE the map; now we all know where the good guns are, and we all have a chance to get them. It turns every game into that opening rush on The Pit to grab rockets first, and personally, I'm in favor of that. I don't like it as much later in the match because it de-emphasizes the importance of knowing respawn times, but for helping players around the map and improving the overall experience of the game, I do like it. So I've been using it on all of mine, except for the Dust-Up versions.