Not the real map name once it's completed (if ever it seems at this point), but it was the silly title I made since the map is based on the Halo 2 mission "Regret". I began working on this when Tidal first came out. But due to the lighting glitch, I could never test it. But it was untestable in it's former state, due to over-budget. And by that, I mean, too many obhects in the "view" of the player. Caused major framerate issues at many parts of the map. That's what I get for being OCD and detail oriented! Breaking the game. I have since lessened the strain this map places on framerate, by deleting and consolidating over 300+ pieces. A lot of work it took to do that, it did. Yes indeed. Many areas now don't have issues. The only framerate drops are when you are looking "across" the whole map. Essentially from the back of one base looking towards the center of the map. And now I'm left in a pickle. I need some stress testing on this map. I want some proper play-testing on this map. The map is set up for Slayer, FFA, CTF, and Strongholds. I'm not sure what gametype the map plays best with. (EDIT: as a side note, I know many blocks are dark/black and some areas are dark. While it may be a little tough in a way, please ignore the lighting problems. I am working on those as much as I can in my spare time! Focus on "gameplay"!) The overview: The map is very pretty, if anything, it's proof that too much detail can be bad sometimes. The Halo 2 Beam Rifle spawns on the center platform inside the little structure. One of the strongholds are also located here, along with a nearby Needler. The bases are similar. the map is literally a mirror map at the halfway point. The flags are inside the little structure inside in each base. A Halo 2 BR spawns near the front path and a Plasma Pistol spawns on a little balcony. 2 plasma 'nades spawn on the other side, opposite the plasma pistol. There is a building off to the side of each base that offers a couple of different routes to take between bases. Inside is very similar to the room you start the Halo 2 mission in. (Complete with "Lil' Ragert" in his preachy glory) The SPNKr Rocket Launcher spawns here, along with a Brute Plasma Rifle. Around the outside of this building spawn Carbines and 2 plasma 'nades on each side. The bridges are near perfect replicas of the one (and only still standing) bridge you get to walk across during the Halo 2 mission. On the top, small path on the bridge lies a Storm Rifle. Below, is where a Stronghold resides. Each bridge has one. I have cut back A LOT of pretty details to make this map as framerate pleasing as possible, while still retaining the look of the map. (which I have managed to do very well somehow. most of the details were minute and only I'd notice them being gone at this point..) Anyways, If some people could seriously test the ever loving heck out of this map, it would be greatly appreciated! 4v4 or 6-8 player FFA. Any and all feedback is welcome. (but please keep it constructive) Here is the download link to check it out: download link has been removed. Thank you!!
You need to submit this to the ATN, they will test it for sure if you do that, otherwise the chances sombody will pull together a lobby to test this is slim. http://www.forgehub.com/threads/alliance-testing-network-4v4-submission-thread.152881/#post-1651154 http://www.forgehub.com/threads/creative-force-tuesday-night-tests.152712/page-2#post-1650994 Those are just a few^ Looks cool! I personaly love bridgework maps. Based on the size of the spawn points reletive to the rest of the map, it may be overscaled.
Played it a minute ago, with seven people FFA. The map played well, it deserves some attention. Id submit it to a professional testing lobby. I like the amount of obstructions. The map feels big and open but really creates lots of confined gunfights. My professional opinion isn't worth much tho so id go find some other people.
I was gonna say what Soldat said. @ReinaStorm the map is pretty like you said but it looks big for 4v4 from what I see in the pics. I'd like to give it a proper play test.
This is neet casual map, with most of the apeal being nostalgia. You pull off the halo 2 theme quite nicely. If you want this to apeal to a more conpetitive crowd the first thing you'll need to fix is the spawning. It's too predictable, and could leed to some issues
After yesterday's tests It actually plays pretty well. 4v4 is perfect size. It just looks a little big in some areas. Ironically, playing it can feel it a little cramped in some places due to the size replicating. I near perfectly copied the area from Halo 2. 8 player FFA is a little chaotic, so maybe 6 player FFA would be better in that regards. CTF and Strongholds actually played pretty well, but grenades became a problem. Halo 5's infamous grenade spam issue. I'm going to be doing more personal testing this Thursday, but I may do it either today towards the evening, or Wednesday evening if I have the time. The spawning is unfortunately all Halo 5's problem. The game's system works to put you close to another player, be it enemy or ally, to allow "faster gameplay". The only way spawning could be fixed at all is if 343 went in and changed a lot of coding, which won't happen. "Predictable spawning" is an unfortunate part to Halo 5's mechanics. It's much less predictable on "bigger" maps", but for smaller Arena based maps, spawning can become easy to predict.
I've since went back in and adjusted some areas after yesterday's tests. Some doorways are now much wider. The only doors that haven't changed are the doors going into the building with the little prophet hologram. The BR's location has changed too. It has moved from the front doorway of each base to just outside each base's door, on the bridge. Plasma grenades have been reduced from 2 in each location to just 1 in each location. Grenade spam was real. Shotgun ammo has been reduced to just the 5 shots in the gun, down from 5 and 1 full reload. (I knew I should've put it to 5 only in the first place, but wanted to test it...) The Weapon Pad weapons have changed places: The Halo 2 Beam Rifle has been moved to inside the main structure (little prophet hologram room). This is to encourage players to want to go over there more often as this building saw little traffic. The SPNKr Rocket Launcher has been moved to the center open platform. With this change, the ammo count has been reduced, too. Down to 2, from 4. Additional lights have been added around the map to help illuminate the dark areas better. After some more fixing, several objects have been changed, which has reduced the framerate issue quite a bit. The only places framerate drop now are the areas where you would technically have the whole map in your field of view. As much as I would love to fix this, there are certain areas where I know other sized pieces would fix this problem. Unfortunately, we don't have those size pieces in the object selection at all, so sadly we'll have to make due. I know that because of this, the map would never be matchmaking worthy. But I will still have a very good, fun map to play and enjoy.
I've added named location volumes to each area. I've also added a few Invisible Barriers to the edges of platforms to allow for jumping across certain areas. I noticed after some play tests and watching some others play the map, a lot of people were trying to make jumps across large open areas, but falling to their deaths. For some reason, the "railings" set up around the map, weren't allowing anyone to clamber.
Alright, here's your feedback from the CF TNT on 7/19! For specific feedback, please watch the CF Stream Recap. We only got the chance to play one 3v3 of Slayer on this, since we had trouble gathering players at this point. Sorry about that! Spoiler: CF TNT 7/19/2016 + The map's theme has achieved it's goal! Feel like Delta halo. We even had the music from that level play during the stream! It was awesome. + Cross map combat with the BR, carbine, and H2 Beam Rifles felt good. / The map could use a tad more hieght variation to include more use of the spartan abilities. - Some areas that looked clamberable weren't. Likely just Forge pieces not working as intended. - Even though we were only doing a 3v3, players felt the map was too large. I wasn't overwhelmed personally, but downsizing would help flow a bit. This map didn't get the playtest it deserved, so I want it to be one of the first we do for next week. It's a great start, keep this up!
This map is now officially published and ready! Including new changes to the map! http://www.forgehub.com/maps/pinnace.3279/