Labyrinth is a medium sized BTB map featuring separated areas connected by launchers and teleporters. This map is heavily influenced by Destiny's map, Crossroads. The map is finished but it needs testing so I can see how it plays and adjust it accordingly. I know I cant stop you, but please do not download the unfinished version of this map because I want to perfect it before I release it, my 100% finished and tested maps will be bookmarked. If you want to help me test this map, hit me up Sushi Shikigami and add me/message me. Anyways, here are some more screenshots of Labyrinth: Anyways, that's basically the map. I really need people to test this map, so again if you can, please message me and I will invite you. **Extra info: Vehicles: 2 ghosts (1 red, 1 blue), 1 warthog chain gun (neutral zone), 1 phaeton (neutral zone) Weapons: 2 H2BR's (1 red, 1 blue), 2 DMR's (1 red, 1 blue), 2 Light rifles (1 red, 1 blue), 2 H1 magnums (1 red, 1 blue), 2 plasma pistols (1 red, 1 blue), 2 shotguns (1 red, 1 blue), 1 carbine (neutral zone), 1 hydra (neutral zone), 1 grav hammer (neutral zone). Ordinance Weapons: 1 rocket launcher (back neutral zone), 1 sniper (mid neutral zone), 1 rocker launcher (top neutral zone) Power Ups: 2 active camouflage (1 red, 1 blue), 1 overshield (top neutral zone) I'l publish the map on Forge Hub once I get a nice amount of testing finished.
At first glance I'm a little concerned about all the lens flares, looks cool but might be frustrating in game. Also the weapons on map might be a little op. 2 rockets, 2 shottys, and a phaeton. That's a ton of fire power. Just keep ur eye on all that. Also it might be a good idea to add some contrast to the wall colors. If every surface is the exact same color it might hinder readability. If ur looking for testers your best bet, especially if you need a lobby of 16, is to get into a testing lobby. There's a bunch of threads floating around here. Max Extra runs a Friday night lobby and he always has a full lobby for BTB so you can start there.
I did consider that with the rockets, but I just placed them in the "heavy ammo locations" from the map that inspired this, I will probably replace one with a less powerful hydra and will replace the other hydra with something even weaker. The shotties don't have any spare ammo, so I am curious to see if they still pose an OP problem. As for the phaeton, I just want to see how OP it is in testing and if it is stupidly overpowered, il put a banshee there instead. To balance that out I may just replace the back neutral zone rocket launcher with a spartan laser instead of the hydra. As for the walls, the budget is at 1019/1024 and I honestly have no clue how to detail these. The best I can think of is changing some key ones to the props color, re budgeting a little bit, and going through to detail them a little more with smaller pieces. Nonetheless, thanks for the input! I appreciate it.
Even if you can't detail them- quite understandable on a BTB map, even different shades like grey 30% floors and grey 20% walls or something so you can see the contrast and make sense of what ur looking at from a distance.
Awesome, I'l add you on xbox. Yeah, I went through and altered the weapons, seems way more balanced now. I also changed the straight edges (ones that dont have that funky vex stuff going on) to black and it does look way neater now and you feel more immersed in the map when you are in the back by the wall. I also studied the lens flares, and at least for me, they don't seem to be a distracting problem. Ones that aren't meant to interfere are set to small streak and the ones in the back neutral zone are set to large to obscure sight lines.
Sounds good man. I'll withhold judgement on lens flares until I get to play on it. If you're using them as soft cover that could actually be really slick. Hit up Max Extra, he runs a testing lobby every Friday and is dilemigent about getting feedback for ppl. He has a thread up search Forged Friday.
Cool, if you're on Halo 5 at around 7:30 PST you can help test it if you want. (If my host shoes up ) ((hope he does))
Quick Update: Labyrinth V1.2 BETA: Visual: Changed textures to make the map more visually appealing and less "flat" Other various lighting changes to make the map load faster. Gameplay: The phaeton (as expected) was stupidly OP, it is now a banshee Added more "vexy thingies" and other "thingies" to reduce sightlines. Altered the terrain to increase flow and reduce sightlines Added a way for the blue side to get up to the neutral zone, it is more difficult than the red side since they spawn closer. Moved the ghosts farther away from initial spawns Gameplay Weapons: Changed the bottom neutral rocker launcher to a spartan laser. Moved the Overshield powerup a little farther away from the gravity hammer Added 2 more grenades on the map Add Sushi Shikigami and look in my file share for the map, play it with 12-16 people and leave your feedback in this thread if you could