Oh hey there. I'm working on a map for ricochet. Just trying to figure out if I want to make it more elongated or more box-like. Think I'm going for the elongated one, hopefully I can make it work for spawns and such..
Yeah, unfortunately there aren't a whole lot of good looking pieces. 3x3's are one of few pieces that I can actually stand using.
I meant that Hive played Room to Room. I cut down on overlap and height changes in the redesign, I'll invite you next time I catch you online. Also, IMO having engagements constantly happen between connections is problematic because it suggests that there are no effective means to push within a particular room. I agree that keeping a room slightly open to itself is good for the reason you mentioned, but there needs to be some form of internal structure that supports movement into a room, even if just a little.
The thing with the hive is that is impossible to pinch. Because of the distances between the routes up to the top. That is what makes it difficult to push. You can't easily put players on two doorways to create the flank.
Am I allowed to post videos? No? To bad. This is what I spent my summer on. If you remember the FHF map Relapse from reach it was mildly inspired by that. Nothing is concrete yet and I hope to finish it for winter break. Also are we still allowed to post map previews? I haven't been on here in a while and there have been like 7 "New Age of Forgehub"(s) in the past month
I forgot to come back after I checked these out... I didn't care for Barrage much. It's hard for me to put my finger on what it is I didn't like exactly. The verticality and spacing just don't feel right to me. I like all the others quite a bit. You have a very unique style both aesthetically and in how you design your maps. It's really refreshing. Looking forward to seeing some of these maps released.
Started a Zealot inspired 3-base named Ophelia. The design was going to be my Ricochet contest submission, but procrastination struck again. I only managed a small portion so far, but you can peep it off my fileshare if you want to take a closer look at the LoS thus far. File Share Halo Official Site
Took a look at it this morning. You have a very pretty map on your hands, but it has the same primary issue as Praileum IMO. Try to cut down on the amount of tight, one-directional routes while incorporating larger play spaces and more open LoS between segmented locations. Looking forward to seeing what you do with it.
Sorry, I worded that badly. The one-directional routes themselves arent the problem; the fact that they are tight and closed off is the problem. The idea worked better on Praelium because those funneled routes were open to the center, so chokes points were prevented. Aerowalk is an example that pulls it off well, too. While its flow is stringent, the singular route converges into the center multiple times before reaching its peak, forcing engagements from one location to another and offering players the option to break the predetermined flow freely. Spoiler Red being the pathing, Orange being the points where the path converges into the center. I think it would do heaps if you opened the design up some, primarily red hall, yellow hall, and that tunnel we see in the screenshot. I haven't played the design yet, but those are some things to consider. Shoot me an invite next time you catch me on and I'll run through it with you.
My apologies for being afk as ****. I'm really busy with school atm and pretty much am only lurking forums here and there. I did make a map on a modded canvas really quick in like 4-5 hours which is built of pretty much all rocks/trees and it can be found on my fs called 'Cerulean Cave'. I built it for oddball and slayer for the EU community as they are accepting mods atm. Here is a pic: So yeah, that's a little update from me.
Dude, I was literally making the same kind of map but with more water. Mind if I take a look at it and make some changes?
Thoughts? When I saw Overkill's cave map I suggested a general layout similar to this. Three atriums, one large rectangular one (mega health) and two smaller square ones next to each other (red armor and rail)
Go ahead dude, I was thinking about adding more water myself. Like a short stream coming out of a wall with a small rock bridge over it. Would've been a lot easier tk build if Rock 2's didn't light up because of the ceiling.. But looking forward what you can come up with.
I'm no expert but after watching through the first few minutes it looks good. It could work, but verticality will be a big thing for a 3 room map. Don't forget that whilst the map (from Quake I'm guessing?) may be great for that game, it might not be so good for Halo. The player's characters were moving ridiculously fast and jumping huge distances. I would suggest you make a Gametype to simulate this, or adapt the map for more Halo like gameplay.