Reconstruct

Discussion in 'Map Discussion' started by AngelitoCO, Jun 17, 2017.

  1. AngelitoCO

    AngelitoCO Legendary
    Senior Member

    Messages:
    143
    Likes Received:
    200
    AngelitoCO submitted a new map:

    Reconstruct - A remake of the Halo 3 Construct Map

    Read more about this map...
     
  2. Unfound

    Unfound Art Team
    Forge Critic

    Messages:
    89
    Likes Received:
    127
    This looks fantastic! I'm yet to test in game, but initial impressions lead me to believe it could be the best construct remake yet.
     
    AngelitoCO likes this.
  3. xXBarthXx

    xXBarthXx Legendary
    Senior Member

    Messages:
    263
    Likes Received:
    302
    Looks great! I'll have to give it a try :)
     
    AngelitoCO likes this.
  4. Ryouji Gunblade

    Ryouji Gunblade Legendary

    Messages:
    836
    Likes Received:
    1,269
    I love the upwards floor lights.
     
    AngelitoCO likes this.
  5. D4rkDeath

    D4rkDeath Legendary
    Forge Critic Senior Member

    Messages:
    768
    Likes Received:
    913
    So just a few things to help with the frames. On a map with many pieces, groups cause framerate jarring, you have 41 groups, ungroup everything. The bottom mid glass... it looks good, but sacrificing that aesthetic, you could in turn use one floor piece and add a pattern or something with just a few pieces and get rid of everything underneath. You can see the other pieces that stick out down there and you had to use a lot too make that floor work. You would get 40+ pieces back out of the middle by doing this. These two things alone would help you dramatically. Behind the map, you have an additional forerunner pylon floating that no one can see. Also when you look at the 256x256 pieces behind the emissive wall, you have them side by side poking out of the map. You can just center one of them and no longer need 4 of the 8, since they stick out, no one can see this. Not to mention it is just that much more that the lighting has to draw a shadow for.

    Kill boundaries are needed outside near the pylons, you can boost and ground pound to them breaking out. At the bottom by the blue initial spawns, if you spawn in, under the ramp on the left you have a 24x24x2, there is an obvious hole under it going to the middle down ramp. A bigger piece would be suffice.

    The shield colorable walls, put projectile blockers along them so grenades bounce more predictably, nothing like nading yourself because your grenade bounced off a small design. Plus, in the original, those upper long sightlines were naded constantly.

    I would also look at safer spawning, you have a lot of open spawns. You may find that some players will spawn in being shot at.

    And to be proper, take the sword off the weapon pad as it isn't a tier 3 weapon, put splaser on one. That would also help the flow in non objective game modes as the top is always a heavy play area in slayer game types. This would bring the players down a bit.

    For CTF, change up your spawn volumes, dividing the map in half. Use 4 as you have, disabling opposing team spawning on each side. If you need an example, check out Ancestor's spawn volumes. 343 used my file for the playlist.

    Disable or repurpose spawns that are within a stronghold. You should never spawn in capturing a point.

    A few pieces stick out funny here and there, as a personal preference, I would encourage you to look around and clean up anything that looks not connected right. A good trick to make some maps look less forged, don't expose obvious lines and pieces in a way that the player can instantly tell which forge block it is.

    Lastly, if you have anymore frame rate issues, using many accent pieces (like the pylons) also can cause a dip in frames. Only if the issue still happens, consider removing a row of the outer pylons.

    I love your map, I spent a good hour searching and typing. Please, feel free to invite me if you would like to look at this together.
     
    AngelitoCO likes this.
  6. AngelitoCO

    AngelitoCO Legendary
    Senior Member

    Messages:
    143
    Likes Received:
    200
    Thanks for helping me to get the map better.. I'll look into every detail you mentioned and try to simplify and fix..

    Some aesthetics, spawns, spawn volumes, weapons and game modes are exactly where they were in Halo 3 but because this isn't halo 3 I'm willing to sacrifice some things to achieve a better gameplay in H5
     
    D4rkDeath likes this.
  7. D4rkDeath

    D4rkDeath Legendary
    Forge Critic Senior Member

    Messages:
    768
    Likes Received:
    913
    Spawning and volumes work completely different between these two games. Gotta use the Halo 5 sandbox! :)
     
    AngelitoCO likes this.

Share This Page