Following a suggestion from @Duke of Mearl - I've resurrected Cavern (a symmetrical 2v2 map) and updated it. Cavern 1.0 is shown below: Cavernous is a larger 4 v 4 variant. I've scrapped Cold Snap as the layout proven too stale for good gameplay: In my humble opinion, Cavernous plays exceptionally well (Please, go try it out!) The key differences are a large extension to the red and blue spawn areas, and additional hard routes from red and blue lift to the related teams base. It also features additional weapons on map, including Carbine x 2, Scattershot and Supressor x 2. Red Base: Blue Base: Top Lift: Middle Level: Bottom Lift: Outside: Orange Ramp: Atrium Birds Eye View:
The aesthetics everyone keeps posting reminds me how I need to step up my game, and this is no exception. This looks nicely detailed and very believable! I'm loving the look. Looks like I'll have to get a game on this map as well. I may have to bookmark this and run around it when I get a chance.
I know the red/blue lit circles in the floor are a really basic form of the decal trick, but it looks amazing. Like the light is coming through ice or something.
Noted! Following a suggestion from @Duke of Mearl, I've also brought the doubles version back to life, called Cavern. I've added this to the main post, as to be fair, it's a remix of sorts.
Update: Added hard route x 2 to top level Fixed disappearing cylinder. Adjusted spawn time on power weapons. Adjusted spawns. If anyone is running any double team games, please throw this up to test.
It's been nice to see this map progress, especially since I've had a hand in it. I'm not sure all of my suggestions have been worthwhile, but I do like how it is shaped up. I'm still not keen on the way the map is lit, but the textures seem to be benefiting it and the new paths that I can discern from the screenshots look well though out. As soon as I have the chance to get back on, I'll be checking this out again. Have you tested this version? Or rather, does this version appear to solve the issues you noticed with the previous iterations?
It's been nice going back to it after such a long hiatus as it gave me a fresh perspective - the biggest changes I think have solved a lot of the maps problems. The first big change was removing the original enclosed lift. The functionality of the lift is still in place, but it's now more open, with the option to drop down to either level below. The second biggest change was still focusing on one of your original criticisms - the lack of hard routes (non clamber, non grav lift) to the top floor. The outside area has now had those hard routes added, with the added benefit of additional safe spawn areas. The overall theme of the lighting has changed quite dramatically. I've gone from the sunset sky box to nighttime, with a lightning filled sky. The overall theme I was trying to achieve was ice glittering in the dark. Due to the curves inherent to the overall design, I nearly coloured it all purple and went the Covenant decor route, but I just couldn't get it looking quite right so stuck with the iridescent green hues. If there are suggestions for a different colour/lighting pallette, I'm always open to suggestions. I have tested this yesterday and a couple of games this evening. It feels really good so far. I know there are those who would frown at 6 grav lifts being on a map of this size, but it's never felt out of place and I think the way the map plays has a very old school Halo 3 flavour to it.
I don't think there is anything inherently wrong with a bunch of gravity lifts on a map. It's just something to be aware of as far as callouts go. But yes, I definitely see this as a different take on Epitaph in some ways. Looking forward to giving it a shot. Lighting wise I'll think of some stuff for ya sometime.
I should mention the above post was describing the changes made to the original 2v2 design for Cavern. The big changes we went over when you last saw it became the larger 4v4 variant, Cold Snap. And yeah, always appreciate any thoughts you have dude.
So following playtests, Cold Snap as it was is scrapped (Cold Snap is reborn as a more concise version of Cavern) Will update this thread today with screen grabs of just what the hell is going on! )
I caught some of this in max's stream earlier. I'm not exactly sure of the differences between the two versions, but I like how the new bases have more vertical gameplay to them. I think you already got feedback on the glass and the weapons so all I'll add to that is to make sure those back staircases are not that difficult to get to. Also I think the lighting scheme could use some work. Perhaps a more subtle tone for the red side. It'd need some experimenting. Overall though, it's come a long way. Nice work mate.
Thanks Goat. The 2v2 version has smaller bases and no back stairs. The 4v4 version has an expanded Base and an entire new route with a Carbine Spawn. I've recoloured the glass to a deep cyan, so it shouldn't throw anyone off now I think. Lighting is a HUGE budget hog on this, so if there any suggestions for a more readable lighting configuration, I'm all ears.
Are your stairs blue/cyan? I think that color instead of the gray/white on the floors and walls might look nicer.
In the normal version? They're ice blue with metal set to 10. I'm not sure if having the whole map like that would be too dark/blue.
You'll definitely have to keep messing with it. But the more I see the map now, the more the gray walls become an eyesore personally. Or maybe they just need a different texture. Try marble?