Last Rites [WIP] [4v4]

Discussion in 'Halo and Forge Discussion' started by SloppyBottom, Jul 2, 2017.

  1. SloppyBottom

    SloppyBottom Recruit

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    *UPDATED 7/6. See comments...

    Fortress or Prison? Hard to tell the difference when your enemy has taken the outer wall.

    Designed with 4v4 in mind. Currently supports Slayer and Strongholds--also FFA.

    This map is a re-imagining of Zanzibar/Last Resort. But Halo 5 doesn't support 1-flag, so how do we make this map in H5? We really can't storm the beach, and although these maps were playable for slayer in their respective titles, they were not very efficient experiences without objectives.

    To make this map--though at first glance it looks like Zanz--I took a lot of inspiration from Hang 'em High. You'll notice this especially with the "seawall" portion of the map, which upon further inspection will look a lot like the blue side of Hang 'em.

    The goal of this map was for players to feel like they were playing Zanzibar again, but only in spirit. The general locations on this map look and feel like Zanzibar, but the scaling, lines of sight, and geometry changes will have you enjoying a fresh new experience.

    The power dynamic has changed. No longer will players be storming the keep. The seawall now lords over the map. Where BR cave once gave a glimpse of center stage, players can now strafe a deck. The keep is now damaged giving players a large window into what used to be the safe base of the map.

    Along with this shift in power--although warthogs will have less flat ground to enjoy--doorways and ramps are wide enough for hogs to drive quickly up to top mid and all around the map, restricted only in paths by a few doorways, but not in location. As much as I enjoy sweaty 4v4s I miss vehicle supported 4v4 maps, and this is an homage to those.

    Is this map MLG ready. No. But I intend it to be a balanced enjoyable experience--not just a "lol look Zanz" chaotic mess.

    Weapons and Vehicles

    4x Frags
    4x Stickies
    4x magnums
    4x ARs
    2x Shotties (no spare clips)
    2x Snipers (1 spare clip, 180sec weapon pad)
    1x Rockets (1 spare clip, 120sec weapon pad)
    1x Camo (90sec)
    1x OS (150sec)
    2x Warthogs
    *4x Recon DMR (1 spare clip)

    *no snipe or rockets in STRONGHOLDs--Railgun bottom mid (3 spare clips)

    DOWNLOAD MY MAP. Give me your feedback. I want to make it better.

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    DOWNLOAD MY MAP. Give me your feedback. I want to make it better.
     
    #1 SloppyBottom, Jul 2, 2017
    Last edited: Jul 6, 2017
  2. Box Knows

    Box Knows Mythic
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    In your 4th picture, just my suggestion, I would draw a line and cut the terrain and lower it and use rocks so players can push up against and use it as cover. It will help players get out of that base easier and force players to push up towards them if they want the kill. The terrain would slope back up around where you have your rocks for cover in your 5th picture. Hopefully that makes sense, but that is what I would do.

    Basically imagine wanting to shoot a player on top of the tower in picture 5, but there are players standing on the same level in front of you. If there was a change in elevation you could shoot the guy on top while blocking sightlines from the players on the bottom of the tower.

    I also suggest this because there is a lot of flat space/dance floor and it would help break that area up some. And i dont know if that very top area is playable but it would help with that as well.
     
    #2 Box Knows, Jul 2, 2017
    Last edited: Jul 2, 2017
    MultiLockOn and SloppyBottom like this.
  3. SloppyBottom

    SloppyBottom Recruit

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    I think I understand what you are saying, but that would infringe pretty heavily on vehicle pathing. There are 8 entrances and exits to the base building. Not too varied, but varied enough to provide some options as far as elevation, cover, and weapon access. There are no reasons players should actively be pushing out that door unless they are looking for the quickest route to camo. If that's the case, I'd like there to be a opportunity for the setup team to intervene.

    If by "top area" you mean the guard tower and catwalk: those are just aesthetic elements used to justify line of sight blockers.

    I'll likely be running tests sometime this week as I have a lot of work off. Let me know if you are interested!
     
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  4. Box Knows

    Box Knows Mythic
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    Yeah totally get the vehicle pathing was just giving you something to think about. Maybe you could do both somehow?
     
  5. SloppyBottom

    SloppyBottom Recruit

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    I'm definitely getting some ideas about how to vary the ground floor. Just not sure about this particular one.
     
  6. SloppyBottom

    SloppyBottom Recruit

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    UPDATE:

    The doors in the seawall can now be driven through with the Warthog.
    The doorways now slope up into blue spawn to cut off a cross map LOS, which also raises blue spawn.
    Top blue--or the highest point of the seawall and the map is now sloped down towards camp froman to reduce cover options at the top there.
    Minor aesthetic changes.


    added 4x Recon DMR to all gametypes

    Strongholds:
    Both snipes and rockets are replaced with stronghold locations
    Railgun (3 spare) bottom mid

    ATTENTION! If anyone would like to either help further test the map or do an art pass on the map please let me know, otherwise I will be releasing it soon with only minor adjustments.

    UPDATED MAP FILE: 7/6/2017
     
    a Chunk likes this.

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