Mercy is a 4v4 symmetrical arena style map that I have been messing around with since H2A. It captures the style of play I prefer and of course rewards players with good positioning. I made a version of this in halo 5 already but wasnt satisfied enough with both the layout and aesthetics. I decided to restart the map and go for a covenant theme. Covenant maps are by far my favorite, and I know I can't make them look anything like Bungies, but I wanted to give it a shot. Anyway, while working on the map I've had great feedback from a few people. Xandrith helped with changes to the layout bottom middle and gave some aesthetic ideas. Salty suggested I reshape areas, especially the back room by fuel rod (which is still being worked on) and gave some good ideas regarding some pathing. Overall, I would like to thank him the most. And JB Neckzilla for telling me my map sucks. Thanks to all of you. The map is almost ready for testing, I just need to put some weapons, fix a couple areas of the map and put more spawns. The last screenshot, the thing that looks like a watermelon, or ****** lips, yeahhh that may or may not stay. That goes for other aesthetic things as well. But anyway here is a walkthrough and some pictures. I just realized I took screenshots of the map with different colors I was testing but whatever. WALKTHROUGH: http://xboxdvr.com/gamer/Dweeb/video/18697940
Dayum son, what's up with those five failed crouch jumps? Did I miss something in Halo 5 or why could you stabilize at some point and then have it deactivated at some other point? That acid pool could look better and some of the light rays make no sense, other than that it looks decent. To me the extra colorization for blue and red side doesn't fit the minimalistic style of the map, I would have chosen one colour for those objects. Cheers.
Yeah the death pit will look better, I'm limited on pieces at the moment so that isn't too much a priority. So for example the rings I have that have the middle trim should be a darker purple or just a light pink? And apply that everywhere? Yeah I was aware I missed the jump like 5 times haha, I was far away from my monitor. Sorry to disappoint after all the h2a jump maps lmao
Great job. Glad to finally see this finished. The only thing from the pictures and video that I found that I'd personally change is your lack of dynamic/lazy cover. We should probably be getting covie objects in this next update, I'd like to see some crates around.
If you skip to 1:51 of the walkthrough, you can see which pieces I mean. I don't think you would change them, since you most likely colored them blue and red for better readability, right? I wanna add something about the light rays. Don't want to make a physics course out of this, however light rays in a realistic world are only visible if there is some material in the air like steam or dust. In your map there is basically no fog or anything that would decrease the sight. That's what I meant with them making no sense. If you skip to 1:02 of the video you can even see an inconsistency. The question that came to mind: Why would the small light fixture 'produce' light rays, but the big one wouldn't, even though it has a greater light coming out of it? Sorry, if I'm too meticulous, I just wanted to share my thoughts.
That makes sense, thanks for the feedback. I will be touching this up within the next few days. Yeah red and blue just to help players understand what side they are on. I also have the closed / open type thing going on. The stairs on one side opposed to the banshees and cryotube thing for readability. I know it would look better with one neutral color, but id rather not hear silly complaints. also I went for pink and a light blue that would be similar to other covenant maps.
Well yes the layout is there, I'm changing some aesthetics but I have to get it play tested a bunch. I will post a new walk through today as I've been trying to add contrast with a goldish trim. It's hard though because I can't afford to use it everywhere.