Budget limits? Pieces? Lighting? For reference, the photo I posted up there is perfectly playable, and has about 1500 objects and a lightmap at 170% or more, so if you could explain why budget is the concern in your case, that would be super helpful. Or, if you could show us what the “turns and crossroads” in the hallways are like, that would be cool too. Edit: I gather from the ‘layout’ screens you posted there is a small amount of vertical movement in the hallways, will this have any bearing on outside gameplay, or is it fully contained in the hallways?
There is actually much more vertical movement outside the hallways. Most of the area on the outside except for the uppermost terrain level is playable. The hallways have quite a bit too but the outside has much more options. As far as budget goes, lightmap, objects, and physics are all very high. And while I have some me room for error right now incase I need to change something up, but if they get too high the map will be very glitchy and I will have no room for error.
I understand that the budget is an issue, but why is it one? Why is it so high, when the level is so sparse and relatively small?
Here are some updated screenshots of Apprehension: Planning to test in about 2 weeks if all goes as planned.
The main issues are lighting and physics, objects isn't much of an issue yet. But I think it is due to there being lots of terrain and large objects.
Ok, yeah that makes sense, now that I have a proper scale for it in mind. Massive objects take up a ton of light and collision budget. The pictures you posted before made it look like it was scaled for 4v4. Now it looks like you’ve scaled for 10v10. You may want to smooth out your terrain, I can already see some bumps that will get in the way of smooth vehicle combat. Have you ever played Sidewinder or Avalanche? They manage to integrate vehicle and pedestrian combat in the same playspace without separating the two zones of influence. I’m sensing serious similarities, so you might want to check them out if you haven’t already.
Yeah it is a very large map. I am trying to have some bumps so it's not just flat terrain the whole way, but there should be plenty of space for vehicle gameplay, but I'll try to smooth it out before testing. And yeah Sidewinder and Avalanche were a big influence on this map.
Might I suggest expanding from “bumps” and going towards a more integrated version of ‘cover/pathing’ that includes jumps, fully-fledged hills and ramps, and more strident elevation changes? Check out what Avalanche does with its Rocket Spawns, or what Valhalla does with its riverbed, I could see you doing something similar to that with what you’ve got here.
Yeah that sounds like a good idea, I especially like what Valhalla does with it's rocks and hills, and I'll try to go for that style.
Nadekil, do you mind giving us a quick synopsis of your history as a Halo player and forger? When did you begin playing Halo, and how long have you done so? When did you start forging, and why does forging interest you?
Yeah been playing halo since Reach. I did some forge on Reach and MCC, but didn't do much until Halo 5. I mostly forge because I like making and customizing my own maps on a game and halo is one of the few games where you can do this easily.
Would you consider yourself a skilled player? Have you ever grinded MM or do you primarily stick to casual playlists?
I'd consider myself an above average player but I'm far from the best. My multiplayer kd is about 1.5. I usually play more casual modes like infection, btb, and warzone because I prefer the more tactical play rather than the arena style whoever reacts first gets the kill
Look at Last Resort/Zanzibar and Damnation then, they should get your brain working with higher abstractions and more integrative vehicle/foot combat. Thanks for sharing
That being said, I want you to try and be 100% honest with yourself. Ignoring the art and focusing completely on the layout, could you see apprehension being something 343i would release as a disc/dev map for BTB/Warzone? You speak of "tactical" gameplay , what geometry/ pathing does the map give a player to allow them to be tactical? If you see someone in an open area of the map, would the player that reacts first get the kill?