Something I've been working on for a little while. I've had a couple back to back flops recently with new map blockouts, so hopefully this will buck the trend. This one is a currently unnamed Covenant level, taking visual cues from maps like Midship, Truth, etc. The original title for this was 'flagship', but since making the entire level indoors was causing lighting / budget issues I decided to open it up into a cavern and give it a little bit of a different vibe. As usual, it's looking pretty good so far but I'm wary that it suffers from the Pat Sounds "two bases and a courtyard" map design syndrome so I may shake things up a bit layout-wise in the next update. Some early photos are included below. If anyone wants to download the map and poke around in it, here's a link to the current version: https://www.halowaypoint.com/en-us/...t Sounds_f9d18b86-dc04-47b5-9b1a-d3a1c527b6ee Spoiler: Images
This looks awesome, will download and check it out Just took a look at it. I really like the shape of your windows on each base that face the middle. I'm really digging the cylinder structures you have by the ramps to top middle. I would suggest instead of your structures trying to touch the ground that the canvas provides that you just spawn terrain pieces and raise them up to help save pieces and make it look nicer.
Thanks dude! Somewhere in my heart I always knew that bottom area was temporary. I added some rocks down there to give it a floor, and did a bunch of other stuff to the map. I'm thinking of calling this one "Vigil". I created a new file for it as well... https://www.halowaypoint.com/en-us/...t Sounds_ba33ad61-a76f-4325-98ea-0ebafc51a7f1 Here are some more photos: Spoiler: Images
Made some more changes, now I think the map is at the point where it's ready to be play tested. I ditched the death pit in the middle and made the whole area playable with some snowy cliffs. I moved around a few weapon spawns, took out unnecessary teleporters, added some bridges connecting the bases and touched it up aesthetically. It's now a night time level, which better suits the name I think. Here are some more photos: Spoiler: Images
Aaaand I've made even more revisions, mostly aesthetic but there are a few big geometry changes. I've updated some of the structures to have a more covenant vibe, messed around with lighting and atmosphere, repositioned the power weapons and opened up a new area behind / below where the main "stage" area is. There's a lot more verticality and the carbine towers have should have a bit more map control / desirability than before. I think it's a big improvement. I also nixed my previous teleporters, as I felt they weren't very useful. This one's ready to be moved into the testing phase so you may see it popping up in lobbies in the near future. Here are some more updated images: Spoiler: Images The main 'stage' area and focal point of the map. A Hydra now spawns on the center platform where the Beam rifle once was. Fuel Rod spawn - in top mid inside the main building. Pathways from red base to mid. Wide angle of Fuel Rod Spawn and the main building. The opposite angle looking out to the ramp to stage. The center bridge that leads from the stage to Fuel Rod / top mid. Note the new paths underneath. A view from Blue Base into top mid. Wide shot of the stage and Carbine towers 1 and 2. New Beam Rifle spawn point - on the opposite side of Fuel Rod in a pit below the stage.
Got some good feedback from a playtest last weekend, so I decided to roll that into a few tweaks for the map. Here's what's changed in the latest version: Spoiler: Changes - 6/29 Made the map brighter in general, to make it easer to see and find other spartans. Raised the snowy areas up to decrease height variation and make vertical engagements more manageable. The height between these two areas has probably been reduced by 1/3 or 1/2. Instead of having long gradual ramps down to bottom mid from each base, I've made them into shorter curved ramps that fit better with the theme of the level. I've also added some coloration to make the red and blue bases more clearly marked. Simplified the lift room to only have one large lift and no other obstructions in it. Moved the camo to a more visible spot, very near to its original location. Moved the Fuel Rod to the center of the map, on the opposite side of the room it was on. I think this will help move people towards the top of the map, and alleviate some congestion from the lift.
Like an doofus I posted the map a little while back but forget to update it here. Admins - feel free to lock this thread. Thanks! http://www.forgehub.com/maps/vigil.2975/