(Update 4/21/16) (WIP) The Ark (BTB)

Discussion in 'Halo and Forge Discussion' started by ShinraSOLDIER77, Mar 11, 2016.

  1. ShinraSOLDIER77

    ShinraSOLDIER77 Promethean

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    Update(4/21/2016)
    Hey, quick update, I've made a little progress on the map, since I have thrown away the old one and started again from scratch. Dark Souls 3 kinda took a hold of my time for awhile but I've started to make some progress again.

    It's not as far along as the video I made awhile ago (still available below) but It's coming together better then the old version. Pic's below, plus two pics of the old map before I threw it away just to show the general theme of the map.

    Ark Central Structure Entrance Ramp.png Ark Central Structure walkway support.png Ark central structure.png Ark Player Base 1.png Ark Player base 2.png Ark Player Base 3.png

    Old Ark Outside Example 2.png Old Ark Outside Example.png

    old build video walkthrough (without outside area)
     
    #1 ShinraSOLDIER77, Mar 11, 2016
    Last edited: Apr 21, 2016
    thefro3po, Goat, leegeorgeton and 2 others like this.
  2. Merder Smerf

    Merder Smerf UCC:Forge

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    Your mock up looks ok to me, kind of hard to tell without seeing sight lines and pathing- at least for me. But it's beautiful man ur nailing the aesthetic. One note from the video and it's a WIP so perhaps you just haven't gotten around to it, but there seem so be a lot of really big open spaces with no cover at all.
     
  3. ShinraSOLDIER77

    ShinraSOLDIER77 Promethean

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    The way I'm imagining the map is to be fairly open, however I do know the importance of limiting sightlines. There'll be clear infantry area's and path that'll have more limited sightlines, while vehical area's will be more open and spacious, similar to something like Sandtrap, or the invasion maps in halo reach. It's a highly ambitious map really, implementing what I felt were key points of the campaign level wrapped in a balanced, fun, and structured BTB map.

    But to have the map play well I'm trying to consider the kind of routes I'd want, or if I want to have the inside structure be the side of the map instead of the center. that's kinda why I'm asking for ideas so I could settle with how I want to incorporate what I have already.
     
  4. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    I love the Halo 3 Forerunner aesthetic. Is it possible to make it symmetric to avoid linearity?

    As in, wrap the path around the inner base.
     
  5. ShinraSOLDIER77

    ShinraSOLDIER77 Promethean

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    not quite sure what you mean, are you saying to have the outside area wrap around one side of the forerunner base with both ends being identical? With how the central base is right now, it's a zigzag/Z like path, if I had both sides identical, then had an area that wrapped around, then one side would have all their paths right next to each other, which wouldn't quite be balanced, assuming I know what you're trying to say.

    I sort of have something similar drawn up above, but have the overall direction between both sides be in a diagonal axis instead of being horizontally or vertically parallel.

    Maybe elaborate more on what you mean so I have a clear idea of what you're visualizing. Or do you mean a circular path around the inner base?
     
  6. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    I was referring to the circular path and possible base symmetry. It doesn't have to be symmetrical. Your original design may work out just fine, I was just concerned about there being enough paths.
     
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  7. ShinraSOLDIER77

    ShinraSOLDIER77 Promethean

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    ah ok I see what you mean. Ya a circular path actually sounds better to be honest. would allow me to have both sides be more parallel, while providing more ways around the map.
     
  8. BlackDeath10

    BlackDeath10 Ancient
    Senior Member

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    Sethiroth made a map called the Ark in H3, just might want to choose another name. it's just since it was a good map made by a well known forger, a different name would help with any confusion.
     
    #8 BlackDeath10, Mar 12, 2016
    Last edited by a moderator: Mar 12, 2016
  9. ShinraSOLDIER77

    ShinraSOLDIER77 Promethean

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    The name's always subject to change, but for now it's my project I'm working on dubbed Project Ark, and I only put The Ark as the title of the thread because that's essential what I'm trying to capture in my map, a btb map that looks and feels like you're on the ark,

    Once I figure out the full design of the map I'll probably come up with some witty name, but for now my efforts are in building and designing the level.

    It's still really early in progress and I only wanted to show what I have so I could get some idea's with overall structure as I was having trouble trying to think of a good one my self, I'm currently liking Ryouji's Idea and trying to imagine and draw up how I'd make it to where it makes sense within the level itself.
     
  10. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    Perhaps the outer path doesn't have to go all the way around, but be a U shape.
     
  11. ShinraSOLDIER77

    ShinraSOLDIER77 Promethean

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    I originally thought about that, but I couldn't imagine being able to do it without one side having all their route's next to each other. I thought it would lead bottlenecking on one of the teams sides. I wouldn't know how I would be able to avoid that if I had a U shaped path between the sides.
     
  12. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

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    The Ark is a generic Halo name that was also used in on a map in Halo 4. Don't worry about that at this point.

    I think turning this into a BTB map is a really clever idea, although it almost feels like it should be symmetric. Balancing it as an asym means you have to design it either for Strongholds or for 1 Flag and 1 Bomb. Very few asymmetric maps play CTF well so it's best to pick an asymmetric gametype to base your structure around. The nature of this space has you entering a "stronghold" so it could make for an interesting 1 flag map; however, if you wanted it to play less 1 sided, strongholds might work more. Either way, focusing on what the map should play is a good way to shape where it goes.
     
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  13. ShinraSOLDIER77

    ShinraSOLDIER77 Promethean

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    hm, You bring up an interesting point. I haven't really considered the kind of game types I'd like the map to play other then I wanted it to be more vehicle focused with some infantry area's. Thanks, now I got some considering to do. I think I'll be playing Halo 3 again and see what kind of game type would fit the level's theme the most.
     
  14. Sushi Shikigami

    Sushi Shikigami Legendary

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    Any updates on this map? I really want to see the final product.
     
  15. ShinraSOLDIER77

    ShinraSOLDIER77 Promethean

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    I've figured out the layout, in the process of actually making it, I'm rebuilding the map because I wasn't satisfied with the scale. I do have the old versions still that have a bit more then what's shown in the video, if you'd like I could post some pics of those just to show the general theme I'm going for, however they'll be outdated.
     
    #15 ShinraSOLDIER77, Mar 25, 2016
    Last edited: Mar 25, 2016
  16. FrostPhoenix0

    FrostPhoenix0 Mythic
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    This is really cool. I reckon there should be an ongoing project to try and Forge all the important parts of the previous campaigns. There's just something neat about playing on a campaign set.
     
  17. ShinraSOLDIER77

    ShinraSOLDIER77 Promethean

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    Well this won't be a 1 to 1 version of the Ark level, just a highly inspired map with bits and pieces thrown in from the actual level. The end goal is that it'll feel like playing on the campaign level while also being a well designed core map. It's no where near done though as I've actually started on rebuilding the whole thing.
     
  18. ShinraSOLDIER77

    ShinraSOLDIER77 Promethean

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    Quick update, new pics and brief blurb in the original post. long story short, I threw away the previous build and started again from scratch so I can rebuild the central structure to be more friendly to close quarter combat while using less pieces, I also built ahead of time necessary parts of the map, like each team's base and an aesthetic piece that I feel is important to capture the overall feel of the campaign level.

    However I also thought it be neat to show off the old versions outside area (at least what I had built of it) so I can show off the kind of terrain style I'll be going after when I get to it. My end goal is that there won't be any area that feel's awkward to drive through and won't make the vehicle fly when driving over a hill unless intended.

    I've been away from forge for a while since Dark Souls 3 so forgive the slow pace that the map is going at, but I hope this show's that I'm not just ignoring the map.
     
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