So the time has come, finally at a point where I can start share this. This map has been in the works since late January. This is my interpretation of The Battle of Sunaion mission from Halo 5 altered for 4v4 combat. The main focus is around the strongholds gametype. I designed each stronghold area to play differently then the others. So it is imperative to understand the layout and figure out how to attack/defend each zone. Here are some notes I jotted down: Design goals: Triangular layout Supports 4v4 strongholds Mulitpath, easy to flank but hard to take control No vehicles Design with the use of curved stairs in mind if I can. Blue spawn traits high overlook nestled into the bend of the map Two main streets in/out 2 sneak routes Rapid verticality changes Red Spawn traits Open hard to attack but easy to defend if smart. No spawns located around stronghold area Bridge from mid to hill zone Neutral zone traits Easy to take, hard to defend from both sides. Lowest point on the map Lift up to top mid Sniper spawn overlooking mid only, no sightlines out Mid zone traits In door Multi-tiered but more open towards neutral zone Dropped center And a shitty drawing I made lol So as you can see I'm trying something different then my last map, Departed. I'm going curvy baby lol. Here are some photos of the elements I'm going to incorporate. View attachment 21745 This is just a taste of the art and base design I'm going for....(hopefully its working :/ Real photos to come soon, still at school. Just wanted to build some hype. See you soon!
I skipped over all the text and for a moment there I thought those were actual map pics and freaked out lol.
I really like the style. The layout looks good and well thought out. I would love to play test some strongholds on this map some time.
Shhhhh don't worry about it. It doesn't exist in my world lol. I'll be sure to hit you up for testing then
I NEED YOUR HELP! YES YOU! What color scheme should I go with? Since I cant seem to create a poll give me your feedback. 1: Purple and gold trim 2: beige/sandy colored and gold trim 3: more rustic and gold 4: other (leave combo)
Just based on the images you posted initially, I'd definitely go with light purple with gold trim. Maybe try mixing up the shininess slightly on some pieces. Maybe also experiment with filters? It seems a too bright at the moment. If you need somebody to run around it with you, let me know (although I live in Australia, so timing will likely be bad). GT: FrostPhoenix0
I agree. I almost wish you went for Sunset on Alpine. Gets the water theme to go with it. I haven't experimented much with filters but I'd try and find a darker, sunset-esque one.
So I thought about that a lot actually, I just couldnt stomach dealing with the mountain in the background.... That being said no canvas is perfect for me for this project each has a give and take to it. Alpine clearly would have been better for the water and the sunset vibe, however the water are is so small and I would not have liked having to work my way out of a corner of the map. Parallax has a lot of options, if anyone can figure out how to make a skybox that would be killer that would be great. An Idea I had last night, I'm gonna reach out to @A 3 Legged Goat and get some Sanghelios help and try the dust bowl skybox in parallax and make the map nestled into a mountian side. This way I can craft my own environment and create "backstory" for it. Thoughts?
DOOT DOOT DA DOOT UPDATE TIME!!! Spawns, weapons and gametype will be set up asap. but here you go photo dump. ENJOY!!!!
YESSSSS. A map on Sanghelios. Its a shame that there was no developer map on this planet. Looks great THE SLAMMERSS. There's some creative use of pieces there. I'm working on a Sunaion map as well
Yaaaaaaaay! Seriously though, looks amazing. Would you mind if I bookmarked and had a look around on it?
I'm glad that you took my feedback to heart and decided to bulk up the map. It feels a lot nicer to move around in the various areas. The structural balance and visual weight has also improved with this version. I'm still iffy on the ability to traverse the entire map in a circle along the edges. But at this point, I wouldn't make any more preemptive changes until you get some boots on the ground. See how players move and where they gravitate towards and then you can decide what to keep and cut.
I really wanted to build a lockout-guardian esque bridgeworks map based on this theme, especially with the contrasting lower engineering areas, but I could never get it to feel authentic thematically (or make any of the connections between towers/top-mid feel natural for that matter). You've nailed this theme.