[DEAD] Confined 0.1 and Munition 0.1

Discussion in 'Halo and Forge Discussion' started by xMalevolution, Feb 16, 2016.

  1. xMalevolution

    xMalevolution Creative Force
    Creative Force

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    (This is my first WIP map uploading - if the formatting is flopped up, then I apologise for the inconvenience it may cause. Also, all of the screenshots are taken from Forge because theater hates me.)

    So, I've been working on a couple of blockout maps as a new member of the Creative Force team. I had three, but I felt the third was just not suited for its size, so I scrapped it. I may redo it in a larger scaling, but at the moment I have two.

    The first map is "Confined", a small 1v1 or 2v2 map which has seen three iterations in H4, H2A and H5. It's been refined over the 3 games, so I am not expecting a lot of complaints for it, but I'm not counting on it.
    It has no weapon spawns as I have found difficulty in finding the right weapons for the map, or decent locations for them, so just beware of that.

    Aerial View:
    Halo 5 Guardians.png

    Other Views:
    Halo 5 Guardians (2).png
    Halo 5 Guardians (3).png
    Halo 5 Guardians (4).png

    "Munition" is the second map, which has seen light after a brainwave occurred to me. So I sat down, launched LayOut 2016 and went to drawing the map. An hour later, I had an idea of what I was building, so I got to it.
    A couple of hours and a some minor adjustments later, and I had a map blocked out. This map has a few spawn points and a couple of weapon placements, but not enough for my liking.
    It ranges from 2v2 all the way to 4v4, though I think it might work best with 2v2.

    3/4 Aerial View: Halo 5 Guardians (5).png

    Other Views:
    Halo 5 Guardians (6).png
    Halo 5 Guardians (7).png
    Halo 5 Guardians (8).png
    Halo 5 Guardians (9).png

    I'd love some feedback on these maps, including weapon/grenade and player spawns.
    These are the only two maps on my files list, so that makes it easier to download from me.
    GT is xMalevolution.
    Furthermore, I hope you all have a great day.
     
    Blaze, PharmaGangsta1 and Xandrith like this.
  2. xMalevolution

    xMalevolution Creative Force
    Creative Force

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  3. Duke of Mearl

    Forge Critic

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    Are you generally around 7-9 pm pst? Map testing works better when map tester is there to receive first hand feedback
     
  4. xMalevolution

    xMalevolution Creative Force
    Creative Force

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    I've been in there once before, but it's my Australian connection that makes it really difficult for me.
     
  5. Merder Smerf

    Merder Smerf UCC:Forge

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    I jumped on confined last night with 3 of the UCC players and ran some 2v2. This wasn't an official lobby/ we were just on so we decided to run some 2's so I don't have any gameplay to show you but I do have some feedback for you and changes I'd like to see so you can have it ready for an official UCC Sweat-Test.

    Right off the bat- I appreciate a really simple basic map. As much as I hated h4 I always really liked playing on simplex. That said I think your map needs a bit more. The hallways are cool but it that was really all the map was. Having that hall between the two lots would be rad, and then maybe something else around the outsides. There were essentially only two battles that ever happened and so it got stale sort of fast.

    The two pits with the lifts are absolute death pits. The lifts are death traps. If you end up down there you're dead. I would add some cover- I think a player should have a chance to live and win fights from any part of a map. As they are now there is no reason to go there. The strat was pretty straight forward you watch the enemy go down there for power weapon, easily kill them, take power weapon and set up for their respawn.

    The middle hall down where caster spawns was actually a cool area so don't give up on the big pits just give them some cover and make them playable.

    The side trenches with the man cannons. I love the idea of getting a flank down the other end of the hall. The problem was it took so long to get to the cannon that the flank wouldn't really work. Also the kill boxes are a little frustrating. If you really don't want people going down there maybe just cover it up or put something there that tells me- hey this isn't somewhere you want to go- like open air or lava or I don't kno but you get what I'm saying.

    The other issue was the light fixtures are all clamber able and it's really easy to break out and we ended up using that a lot. Maybe that was intentional? If so I would suggest developing the top of the map a bit more.

    I'm sure some of this is just because it's in block out stage. Anyway I hope that all makes sense to you. Make those pits playable. And understand me here there were fun encounters on the map it was just that there was only one kind and it happened wherever you were.

    Let me know if you have any questions and if you make changes so we can hop on again.
     
  6. xMalevolution

    xMalevolution Creative Force
    Creative Force

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    Maybe I should take this post down...
    I've killed both of these WIP maps. Though I appreciate the feedback, Merder, I can say it's been declared redundant.
    However, I have another map that I'm building as a part of CF. I'll build another thread for it, so I can receive feedback from it.
    It's called "Frozen Over", or FO for short. I would love some feedback on it so I can refine it.
    It's currently in the 0.5.x stage, and all of them will be playable. Though, if there's a later version of what you might have at the time, then please take the time to update it to the latest.
    Thank you! :)

    [EDIT: Link to post is here. --> http://www.forgehub.com/threads/2v2-w-i-p-frozen-over.151616/ ]
     
    #6 xMalevolution, Apr 10, 2016
    Last edited: Apr 10, 2016

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