Ridgeline [Timberland]

Discussion in 'Map Discussion' started by CHa0s, Aug 10, 2016.

  1. CHa0s

    CHa0s Promethean
    Wiki Contributor Senior Member

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    CHa0s submitted a new map:

    Ridgeline [wip] - Remake of Halo:Reach Anniversary's Ridgeline version of Timberland

    Read more about this map...
     
  2. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    I just shat simple primitives. Those bases look fantastic.
     
  3. CHa0s

    CHa0s Promethean
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    Best. Compliment. Evar. ^^
     
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  4. SheapCreaper

    SheapCreaper Legendary

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    That's me all the time...
     
  5. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    So I gave it a closer look and I hope you'll be able to flesh out the river like Viking. The vehicle blockers in the base could use an update, and I also prefer the SPNKR. Your clever use of glass to make the forerunner lights is amazing though.
     
  6. CHa0s

    CHa0s Promethean
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    Thanks for your constructive criticism. What do you mean by flesh out the river? I do intend to watch a couple more videos and do some more work on the hills, etc. Also, I realized the trees aren't all placed at one of the bases. I'm also not sure what you mean by blockers needing an update. I will definitely swap out the rockets for the SPNKR, hadn't even thought of that.
     
  7. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    The river effect I'm referring to is here.

    I'm also talking about the trapezoid-ish blockers at the top opening and the bottom entrances as seen here. http://halo.bungie.org/halobulletins/20110921/ridgeline4.jpg
     
  8. CHa0s

    CHa0s Promethean
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    Oh yeah, I did that on my Mists of Time map (remake of Destiny's Shores of Time) but I hated the "fakeness" of it :/ so I opted for a dry river bed. I may change it to the fake water, idk. I did change the layout of the river some after your comment, though, since I'd taken a closer look and saw there was more of a curve to it.
     
  9. CHa0s

    CHa0s Promethean
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    CHa0s updated Ridgeline [wip] with a new update entry:

    Ground pieces now smoother for driving, plus

    Read the rest of this update entry...
     
  10. Randy 355

    Randy 355 Multiplayer Sustain Designer
    343 Industries Senior Member

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    I looked at this map in forge the other night. I'm very impressed with what I see! It feels like the map from Reach.

    It's amazing work. That said, there were a few things I noted from my runthrough that I would hope to see improved. From the top of each base looking at the other, there were some noticeable framerate issues. I believe a few other areas suffered from this as well. I also noticed that inside the bases the walls were almost pitch black, whereas the floor was very bright. The base looks great, but this was a little jarring to look at. I would also agree trying to give the rivesome water, though I'd suggest using the Decal Trick to get convincing flowing water.

    Other concerns were that having the overshield substitute for a health pack so close to the rockets may give individual players too much power.

    I really do want to get some gameplay on this sometime. If I do I'll let you know what I think of the gameplay!
     
  11. D4rkDeath

    D4rkDeath Legendary
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    Haven't looked at it yet, but I will chime in about the river on Viking. For the love of Halo, do not do that. It's a fake, well hated, thing that people find ok... It's horrible unless you use it as ice.
     
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  12. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    Haha, okay. I should've suggested the decal one.
     
  13. D4rkDeath

    D4rkDeath Legendary
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    Yeah the "frozen water" look on Viking through the grassy, rolling hills, makes me want to cry. So many better options, the remake is near perfect, but good god I hate that, lol!
     
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  14. CHa0s

    CHa0s Promethean
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    Thanks, guys, for your positive feedback.

    I have absolutely no idea how to fix this, short of putting a lid on the awesomeness of humongous Promethean structures :/ regardless that I've put a massive amount of hours into my maps, there is still a ton I don't know. For example I only just learned you can click in your right thumbstick to locate a piece you are currently holding.

    I will definitely try the decal effect on the river and see how I like it. I think not having that metallic sound when you walk on glass instead of water might sway me in that direction. I will also add some lights in the bases, so the walls aren't flat black.

    We have gotten some games in on this map, and it was a blast. Personally, I enjoyed the gameplay more than any other map I've created. I hope it brings others such joy! I've missed this map. It makes me wish Halo 5 had multi-assault :/

    Re the health pack: testing, testing, testing ;) if it works, it works, if not, I'll def have to tweak it.

    I will be coming out with another version after the map is squeaky clean, that represents how I would set up the map for Halo 5. I can say I plan to incorporate rocket-geese...
     
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  15. I_ZeonZz_I

    I_ZeonZz_I Legendary

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    Looking forward for this map to be fully completed.

    When do you think it'll be? And once it is, will you be saving a new version or will you just update this current file?
     
  16. CHa0s

    CHa0s Promethean
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    Hi, Zeon. The map is fully playable as it is, I will only be changing weapons and vehicles placement and making aesthetic changes. I will be keeping the download link and updating the current file as I go. I will also be adding flag cap and return stands for Yellow and Green teams, and adding in a couple initials for all the other colors, just to make "all gametypes playable" complete.
     
  17. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    If I were to check the hill elevation accuracy, would you prefer the original for reference or Reach?
     
  18. CHa0s

    CHa0s Promethean
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    Reach. That is the only one I played on and the one I grew to love. So how the heck do you do that?
     
  19. Ryouji Gunblade

    Ryouji Gunblade Legendary

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    I'm gonna load it up via backwards compatibility and use hill markers and crates as reference. Hill markers are your measuring friend, and when placed on flat surfaces, help you figure out how tall things should be relative to each other. Nokyard could give you the best advice on this. He's doing Avalanche.

    Edit: So I compared the immediate outside area of Ridgeline to your map and found that your turret platforms are uneven to each other. The outer paths away from the bases (the one to the bridge for example) are too low, but the upper hills above those are okay. Keep in mind that the bases are sitting in a bowl-like area with short and tall hills around it.
     
    #19 Ryouji Gunblade, Aug 15, 2016
    Last edited: Aug 15, 2016
  20. Hellraiser D

    Hellraiser D Forerunner

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    Played FFA sniper with some friends this past weekend on this map. While the map does look pretty good we had constant framerate issues and the spawns would occasionally drop us mid-air. Was quite funny to see guys dropping in. I do agree the center river needs some work. Would love to see a real river there! And there is an issue with the brightness. Outside of one of the bases the warthogs are blinding. The vehicle blockers are kind of odd as well. Bases are good.

    But my friend you so far have done a great job on this map. Does have that Timberland/Ridgeline. Would like to see a hidden Grunt Doll like we saw the hidden GRD Doll in Ridgeline. Just a after thought.
     

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