Thought I'd share some of the various maps I've been working on. None of them are final. Spoiler: Map 1 Spoiler: Map 2 Spoiler: Map 3 Spoiler: Map 4
Alright you know that potentially controversial map thing I'm making? I think it's gonna make some people salty. But y'know what? I'm gonna do it. Keep an eye out.
anyone know how to make a lets say banshee have player like traits if anyone has scripted something like night of the mantis you know what im talking about the vehicles without players you can lock on with hydra or it being on a team please help.
So a few months ago, I made this map, Somber: I liked the bases and the visuals, but it played like **** and no one in the lobby was hiding that fact. I didn't get a ton of feedback other than "it's not a good map". So I scrapped it. Fast forward a few months. After art-ing up a few of Chunk's maps, I really payed attention on the way he approaches things like flow, scale, verticality, etc. in hopes of upping my map design skills (something that I am very much in need of). I set out to create a map that would really perform well competitively and look amazing. I decided to take another look at Somber. This is Somber 2.0: As you can see, the scale has been increased substantially. I could probably fit about 4-5 versions of the entire original map in the new version. The OG map's biggest problem was its claustrophobic and tight gameplay. The new version adds some dope verticality and really allows Halo 5's movement to shine. The OG map took some inspiration from Hang Em' High, but the new version really amps that up to 10, "tombstones included. The maps theme is a overgrown Forerunner burial site in the desert. This map hasnt been play tested yet, and doesn't even have spawns or invisible blockers on it (I am consulting Chunk about spawning because this is another area I'm not great in). But it should all be coming together soon. Really excited about this one