The Gallows has been designed for 2v2, though it may be playable for 4v4 also. It's very much a Quake inspired map, which is probably obvious. My primary goal with this map is to have players continuously and fluidly moving vertically between the different levels. I haven't done any testing yet, so it remains to be seen whether I've done that successfully. I'm really looking forward to seeing how it plays, and hopefully getting some feedback from you all (please roast me if it sucks). Download The Gallows This is the first map where I've really put some time into trying to create a distinctive theme. It's definitely not my strong suit, but I'm relatively happy with the appearance. My vision for it was originally inspired by this image I saw a couple of years ago: This image has always left me with a feeling of aloneness or abandonment, a sense of be stranded on an alien planet or ship. My goal wasn't to reproduce the image, but was to use it as a source of inspiration, and attempt to recreate the feeling that the image elicited. Enough text. On to the actual map... Here's an overhead view (I realize the quality is ****, but I'm sharing this to demonstrate the layout, starting spawn locations, and weapons placements.) Items on the map are listed in the spoiler Spoiler Light Rifle x2 Halo 2 Beam Rifle Grenade Launcher Brute Plasma Rifle Overshield Frag Grenade x4 Plasma Grenade Splinter Grenade Video Walkthrough: Images: (Check the spoiler below for more) Spoiler
That background tune is creeping me out. That voice in the intro too btw Looks great, I like your forging.
I had a walk around this earlier. The layout is cool and reminds me of a map you may have made in Reach or MCC. I think there are too many clashing aesthetics in the art though. The walkways are alien while the walls are industrial and then your railings on the edges are sci fi. On top of that, the color currently makes depth perception really difficult. Because it's all one color, the map appears flat despite being vertical. In the Halo 2 image you linked, the near fog is brown and so are the pieces. It's that wall that is giving that area a harsh red light. I think reallocating the colors in a similar fashion will help with that.
Yeah, I know what you mean. I realize I have some clashing textures. I was trying to keep the color of the pieces similar while still differentiating the floors from the walls, and making the walkways really stand out. The easiest way I could find to do that was to change the textures. But you're totally right that they clash. I knew that initially, but once I look at something long enough I kind of block out those visual inconsistencies. I'm not a visual person. I can play on a map and not really even consciously notice the visuals, which is why I struggle with aesthetics. It's like asking a plumber to go into a house that's under construction and look around, and then asking him what he thought about the electrical work. Even though I know it's right there in front of me, it just doesn't register for me until someone shoves my nose in it, lol. I'll spend some more time experimenting with the color and texture of the pieces, and with the fog/atmospheric settings. Regarding the layout, it's a reworked version of one of my Halo 4 maps. I always felt like the design had the potential to be really great. I knew I wanted to attempt the map again in H5, so I spent a decent amount of time working out the kinks. I built a couple different blockouts of the map in H2A during the months prior to H5's release, hoping to get a clear idea of what I wanted the design to be. I'm about 95% happy with the design currently, which is pretty damn good for how picky I am about my own designs. There are a couple of things I don't like, but a lot of times the things I get annoyed with turn out not to be problems, so I won't be touching anything design-wise until some testing has been done.
Wow, apparently I replied to that thread quite early on. Halo 4's art style was not pretty.... I'd love to help with some testing if the opportunity presents itself because, while i agree that the art style leaves the map feeling a little flat, I think the layout looks solid. Just a little too visually heavy and oppressive to be visually appealing to me - reminds me a lot of the current DOOM aesthetic actually.