W.I.P. Loaded

Discussion in 'Halo and Forge Discussion' started by Chronmeister, Jan 14, 2016.

  1. Chronmeister

    Chronmeister Blockhead
    Forge Critic Senior Member

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    This is what I'm working on for the 2v2 contest.
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    The spaceship in the main atrium can be used as a risky path up to the crane. The railgun spawns above the cockpit.
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    Red Team spawns right wing and Blue spawns left.
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    Death Pit
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    Looking out of death pit room toward ship. Caged window ledge in this room can be accessed with Spartan abilities. The crate on the forklift is an obvious double jump.
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    Speed Boost is the only Powerup I could think of adding that wouldn't be overly irritating in a 2v2
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    Blue team spawns down in the lower room middle right. This room has two obvious jump ups to the ledge that the man cannon launches you onto from the other side of the ship. From that ledge you are able to thrust jump clamber onto the crane where you are completely exposed, but have a wide open view of half the map.
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    The Railgun is the only power weapon on the map. The only other weapons on the map are two carbines, a suppressor, a boltshot and 2 splinter grenades (the splinter grenades are above the forklift jump).
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    Both teams have an equal opportunity to reach this position. The crane is a great place to ground pound from. You can also do a ground pound off the man cannon that allows you to reach the top center ledge or ground pound clamber onto the crane.

    I hope some of you get a chance to try this out. I'm sure I need to work on spawning a bit and make a few more adjustments. Let me know what needs work.

    GT: Chronmeister
    Map: Loaded
     
    #1 Chronmeister, Jan 14, 2016
    Last edited: Jan 15, 2016
    Blaze, Yevah and SloppyBottom like this.
  2. fame28

    fame28 Forgotten Treasure
    Senior Member

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    I liked the map,but feel the aesthetics need to be revamped. It played a bit slow for 1 vs 1, but for 2 vs 2 it should play well. I'd recommend a few railings there at the top near the death pit. Also the circle hole as a window looked out of place for the rest of the map design. The flow was good and the line of sites weren't bad. I would help test it 2 vs 2 one night. You have a mic or no?
     
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  3. Chronmeister

    Chronmeister Blockhead
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    I have a mic and I'll try and get some 2v2 tests in with you soon. I agree about the window, but please explain why you think the aesthetics in general need to be revamped. Is it my color choices?
     
  4. ShadowScoundrel

    ShadowScoundrel Legendary

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    Jesus dude, that looks awesome!
     
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  5. Yevah

    Yevah Ancient
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    I like the color scheme. Did you by chance get the spaceship idea from a destiny pvp map? There's a pvp map on there that has rockets spawn on top of the spaceship. Kinda reminds me of that.
     
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  6. Chronmeister

    Chronmeister Blockhead
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    The idea came to me in a map I was trying to get into HCS back in MCC called overhaul. The ship didn't have any real purpose in that map though. I added another similar ship in another MCC map called Anomaly, but again, it served no purpose other than aesthetics. I think I actually made it serve a purpose in this map. I do know the map you are referring to and I really like that one, but I didn't get the idea from that. Destiny is a great place to draw inspiration from though. I'm glad you like the colors.
     
  7. SloppyBottom

    SloppyBottom Recruit

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    First impressions: enjoyable map.

    I like the sight lines. Doesn't feel too cluttered or too open. I think it could be scaled down slightly if it's intended exclusively for doubles.

    I don't know how I feel about the number of clambers yet. player movement felt slightly unpredictable, though that could be a map knowledge issue.

    I do not like a rail gun alone as a weapon set for doubles. I think it sets up an unenjoyable power cascade, which could lead to standoffish gameplay. If you are intent on keeping the rail, I'd suggest putting the speedboost on a 90 second timer so that items are staggered and adding a tier 2 weapon somewhere on the map (probably near the lave pit).

    i want to emphasize that other than the weapon set I enjoyed this map. The spaceship made for easy orientation as sight lines radiate out of the central atrium. I was able to focus and playing the game rather than being frustrated with orientation or spawns. And as much I didn't like the rail, I liked how--to coin a phrase--"heroic" I felt leaping out onto the floating spaceship knowing the likelyhood of eyes on my back as I rushed for the power weapon. So I think your item placement is spot on.

    Lastly, I found a really cool way to escape your map while walking around it after we played, but I don't want to tell you because it makes me nostalgic for halo 2 shenanigans.
     
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  8. Chronmeister

    Chronmeister Blockhead
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    Thanks for the feedback. :) I added a small rail at the top of the deathpit and placed a Needler in that room. I also added a small ledge above the soda machines that can be accessed from speed boost platform or blue side. I'll stagger the Speed Boost spawn timer later today as well. You will have to show me how you got out of the map because I thought the only hole was below the ship and I placed a huge kill zone down there. As for the railgun, I will have to get a few more balanced tests on the map before considering a different power weapon choice. I hope to get some more games on this with you soon.
     
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  9. SloppyBottom

    SloppyBottom Recruit

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    That all sounds good. I hope my feedback benefits the map. Let me know how tests go if you get any before I have a chance to play again.

    As for the hole in your map, I'll just say the kill zone under the spaceship isn't nearly big enough. I'll happily show you the next time we play.
     
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