Artifact

Discussion in 'Map Discussion' started by JurassicWeeMan, Jun 1, 2016.

  1. JurassicWeeMan

    JurassicWeeMan Legendary
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    weeeeemann submitted a new map:

    Artifact - Remix of the Halo 2 map, Relic!

    Read more about this map...
     
  2. D4rkDeath

    D4rkDeath Legendary
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    This Map turned out awesome, I even enjoyed it more than the original. Lots of neat touches, blue bugs in the bushes by the portal was cool. Definitely a splash from the past with a fresh feel for Halo 5!
     
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  3. MetalDeadKid

    MetalDeadKid Legendary

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    I'm happy to know there are people who are willing to actually change the look of the map when they're remaking it in Forge.
    Too many people are either not creative enough to think of changing the map's aesthetic or are too caught up in making the map Exactly like the original.
    Your map, on the other hand, took the risk and it turned out very well.

    And that covenant tower. I hate when people try to make them in forge, they never look good, but you turned it into something else, so props to you.
     
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  4. Black Racher

    Black Racher Forerunner
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    I'll try this later, but if I can say just one thing, I think this fog should be blue and not green/blue, and maybe you should reduce the opacity a little bit.

    It seems awesome, so I'll download it and try it in a few minutes.
     
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  5. JurassicWeeMan

    JurassicWeeMan Legendary
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    The distance fog I have for this map is Neon Blue, I believe. I experimented with several different distance fog colors and although some of the blue shades looked good and were perhaps a bit more subtle, I found neon blue to be closest to what I envisioned as a tropical island atmosphere. Also, if you get a chance to check this out in forge mode, be sure to try setting this map to the sunset setting :D
     
  6. JurassicWeeMan

    JurassicWeeMan Legendary
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    Thank you! I have actually seen some covenant-style towers that look quite impressive, however I liked the idea of adding that ancient forerunner theme, since it goes along with the main structure. Also yes, I believe changing things up is good, especially since exact remakes don't play the same with Halo 5 mechanics and weapons.
     
  7. Black Racher

    Black Racher Forerunner
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    I go in Forge right now, I'll check every options I believe that could work and then I'll give you my feedback.

    Be sure that I'll make a run with the Warthog to see if the gameplay is fluent with the vehicles too.
     
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  8. JurassicWeeMan

    JurassicWeeMan Legendary
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    I definitely also spent time with the warthog lol =P There are some parts where there are sharp turns for the warthog, whereas the ghost is much easier to maneuver on this map. However, the chain gun is powerful, and thus skilled warthog crews will be rewarded. Furthermore, there is a Hydra close to the blue team (warthog side) spawn, which was added in based on player feedback for balancing. There is a sniper rifle that is closer to blue spawn since the red spawn is closer to the main structure, and the beam rifle is right underneath the sniper tower (just like the original).
     
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  9. Black Racher

    Black Racher Forerunner
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    Okay, I'm in since 42 minutes now, I made a run with a warthog, it works pretty well, it's nice !

    I change the sky to a sunset, and a filter Hot or I don't know its name in english, it's the second one. I add fog, just a little, blue and neon blue, reduce the opacity of the distant fog and change its colour for a dark green (it's near of neon blue, but strangely it seems less green =') ).

    I notice something you got, for sure, the splash sound effect like if we walk to the water in the red side, even if we're on a rock or the ground. It's too bad that's just a problem of heigh of your ground but that doesn't impact the gameplay so...

    Anyway, one last thing... Man you could add A LOT of more details by optimizing your map. You have 29 soft kill zone... With just 4, maybe just one and a security frag zone to cancel the center of the soft kill zone, you could save about 20 objects maybe.

    I'm sure you could do something with this and maybe add some details everywhere (in the cave, under the tower for example, add some cork in the roof or on the wall).

    If you need some help, just send me a message when you want. I did it for "From Earth and Stone", I can do it for your map too.
     
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  10. JurassicWeeMan

    JurassicWeeMan Legendary
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    Excellent, thank you for the advice Racher! I will message you sometime soon when I can and we can check it out together. I definitely plan on doing an optimization update sometime soon as well. Also, I believe the water sound you are hearing while walking on terrain only does that in forge mode, not custom games.
     
  11. D4rkpr1nc3

    D4rkpr1nc3 Legendary
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    I'm digging the sandtrap influence in the architecture!
     
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  12. JurassicWeeMan

    JurassicWeeMan Legendary
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    Thank you! Yes, I was really inspired by WyvernZu and sirfriswad (author of "Oasis"...check his map out, those palm trees are 10/10!). I must give sirfriswad credit for that spike design, however the ones on the sniper tower and the colors are an original idea. I started out playing around with the doorways, and I immediately thought of Sandtrap. I wanted this map to be a throwback to old times, and wanted to take some memorable areas from several favorite Halo maps/campaign areas and try to make it work!
     
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  13. JurassicWeeMan

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    weeeeemann updated Artifact with a new update entry:

    Improved light bake on objects

    Read the rest of this update entry...
     
  14. D4rkDeath

    D4rkDeath Legendary
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    The splashing is definitely just a forge only issue.
     
  15. Black Racher

    Black Racher Forerunner
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    Yep I saw that in custom game.
     
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  16. D4rkDeath

    D4rkDeath Legendary
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    Wow, congrats on the feature man! Forge Labs!

     
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  17. JurassicWeeMan

    JurassicWeeMan Legendary
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    Thank you so much! Being able to share the nostalgia of Halo 2, coupled with some Halo 3 visuals and Halo 5's epic mechanics, weapons, and gameplay is the greatest gift I could ask for!
     
  18. Black Racher

    Black Racher Forerunner
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    I'm still think the ambiant is really better with the Sunset lighting and with reduced distant fog and a little fog in the map, also why not some shadows of clouds.

    Did you make an optimization of the kill zone/soft kill zone to gain some objects ?
     
  19. JurassicWeeMan

    JurassicWeeMan Legendary
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    Racher what is your gamertag? I tried to search for your name but didn't find any results. Send me a message on xbox and I'll reply.
     
  20. Black Racher

    Black Racher Forerunner
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    Here my gamertag : Grievous32

    I made some changes in your map this night. I worked until 4 a.m... =') If you want to see, you can download the map Artifact v32 in my fileshare.

    Here what I did (there are only aesthetic changes) :

    - Changed the lighting of the map by adding a little blue fog, reducing the distant fog and changed it into dark green, changed the time of day to sunset (it's really better... clearly... It adds a really really nice reflection on the right side of the tower when you spawn to the crash landed Pelican), added some shadows of clouds and reduce the wind, and at least, put the Hot filter, making a really nice atmosphere by merging the orange/gold colour of the Sun to the Blue/Green colour of the fog/sea.

    - Deleted the cliff beside the Forerunner tower (with the beam rifle), and replaced it by another big rock

    - Added 2 others rocks in the water to create a special atmosphere to this side of the map

    - Move an acacia in front of the middle structure, in rotation, to have a better visibily of an other modification I made

    - Added 3 white smoke FX beside the crash landed Pelican to make a higher column of smoke (visible from the middle structure due to the rotation of the tree)

    - Changed the light inside the crash landed pelican to a neon black, making a flashing red light with a medium line flare.

    - Added a sound of bip inside of the crash landed pelican (maybe the sound is too loud and I'll replace it by a disfunctionnal computer sound instead)

    - Added 2 lights in each landed Pelicans on the other side of the map

    - Added FX to the activation of the teleporter :
    1. Subspace opening FX on the stargate teleporter outside of the structure
    2. Subspace opening FX in the structure, where the light ray begins
    3. Aspiration Forerunner FX spawning at the same place of 2. and fly in the
    sky before despawn
    4. Subspace closing FX spawning where the 3. disappear

    It's for create the same effect we had in Halo 4's Valhalla, but just when the teleporter is activated. It allows to each player to be informed that the teleporter can be used.
    I scripted it to make sure that if you press the button after that the teleporter has been activated, it will not make respawn all the FX cycle.

    If you see me connected, don't hesitate to send me a party request.

    I'm just warning you... I'll do my best to be clear and fluent with my words, but as I'm French, sometimes, I have some difficulties to find the word I want to say, and I'm also not very experimented to hear and clearly understand any words you could say, so... I'll probably ask you to repeat sometimes... =')

    I didn't make the optimization of the budget yet, there's still all your invisible boxes and soft kill zones (29 soft kill zones, didn't count the invisible boxes), and I'm to 1023/1024 objects in the v32 (you understood that I didn't do 32 versions but that it's the 32 of my GT, of course). I think with a good optimization, we could fall to 1010/1024 objects, something like that, maybe less because I didn't count the invisible boxes in this optimization.

    I let you go in Forge to the v32 when you want, it's your map, you're free to accept or not no, some or all changes I made, and also free to continue to forge from this version if you want (if you like it).

    See you ;)
     
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