Bunker

Discussion in 'Halo 4 Archive' started by II Kaelan II, Mar 17, 2013.

  1. II Kaelan II

    II Kaelan II Promethean

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    Hey, guys. I finaly finished the 'Alpha Version,' so to speak, of my new map, Bunker! It has no description and I'm waiting for feedback, hence it being in the Alpha Stage, but I think it is a very cool concept that no other Forgers I know of have utilized in their map(s)! It is a diagonally symmetrical, semi-centrical map that revolves around a large bridge suspended in the air and a tunnel on the floor of the map. It is a remake of a map I did in Reach that follows the same principles. Please play with your friends and let me know what you think! Here are some photos:
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    #1 II Kaelan II, Mar 17, 2013
    Last edited by a moderator: Jul 26, 2013
  2. KRUS4DE

    KRUS4DE Forerunner
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    I cant see your pix bub =\
     
  3. II Kaelan II

    II Kaelan II Promethean

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    Should be fixed. :)

    Anyone have any comments? I'm looking to change what feels off, so any critique is appreciated, except for trolling or insulting critique, obviously. :)
     
  4. J DawgMillenium

    J DawgMillenium Promethean
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    I will make my current criticisms on what I can see.
    The corridor in the first picture is pretty long and has little "dancefloor".
    In the second picture, the two spawns on the right face the wall. Change that.
    In the third picture, you used a right side-up bunker. :<
    In the last three pictures, the natural flooring in the building is much brighter than any forge object, making the scene look...weird. A simple fix is covering the floor with forge pieces.
     
  5. II Kaelan II

    II Kaelan II Promethean

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    EDIT: Never mind, thought you wrote has 'A little dancefloor,' meaning the stuff at the end of the corridor/hallway. I'll see about shortening the length of the hallways, but in termsof the space problem, I'm not sure that can be easily countered...

    Not sure why this is bad... would you mind giving me a bit more info on why having the forge piece correctly positioned is not good?

    I can't really see any problem with spawning facing the wall, especially since the instant you turn, you have somewhere to go, but nevertheless, a quick move of RS and they'll be good. :D
     
    #5 II Kaelan II, Mar 19, 2013
    Last edited: Mar 19, 2013
  6. J DawgMillenium

    J DawgMillenium Promethean
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    I know it cannot be countered easily, but it is a major issue nonetheless. Long, thin corridors deter from competitive gameplay and encourage evildoing, such as grenade spamming and camping. If a player wishes to cross the hallway, they will be greeted by a fireteam armed with Pulse Grenades. They only have a negative value, so I would suggest making a large reform.

    'Tis a personal vendetta. Continue on.

    Thank you. It hinders with map flow, first impressions, etc.
     
  7. Sitri

    Sitri Forerunner
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    The map itself is far too open for the weapons of Halo 4. From what I can see, you can get across the entire map from the power position of the outer ring. From the ring, you can see/shoot across the entire map with a DMR. There are no spawns or weapons on the ground floor, giving players no reason to be down there at all.

    The entire map is in need of downsizing. The hallways, as others have said, are far too long and narrow with the amount of dead space in the middle of the map creating a dead zone.
     
  8. II Kaelan II

    II Kaelan II Promethean

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    That's actually why I made the bridge covers short... so you couldn't see and shoot from across the map easily. :D Also why I added windows next to the spawn bases. But, I think you may be right. I'll see if I can decrease the size of the wrap-around bridge and increase the space in the hallways. Might take a day or two, but I'll see what I come up with.
     
    #8 II Kaelan II, Mar 20, 2013
    Last edited: Mar 20, 2013

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