Cerberus

4v4 Slayer
7.0

Map Description

  1. Connie
    Cerberus is a unique slayer and FFA map set amidst an intersection of three biomes on board The Ark installation. The map can best be played with 4v4-6v6 matches, but also works well for triple team matches of 3v3v3 due to its trident layout. The map is symetrical, being that every biome features the same geometry with the exception of some natural pieces (rocks, trees, ect.).

    Aesthetically, Cerberus was heavily inspired by two primary sources. Halo: Hunters in the Dark's description of the Ark and it's biomes, and Halo 3's campaign missions onboard Installation 00. HITD describes huge walls that separate biomes from one another, in order to preserve a natural environment for lifeforms from a multitude of planets. And of course, right before the iconic Dual Scarab fight in Halo 3's "The Covenant", players find themselves entering a large gate within the forest setting, only to emerge in a desolate tundra that naturally could not exist so closely.

    Let me know what you think of Cerberus both aesthetically and gameplay-wise, as I haven't tested all of the weapons extensively. The current weapon pallet consists of a Void's Tear as the central power weapon, which is currently in Beta testing. Please check out this map, I'm extremely hyped about it and I hope you enjoy it as much as I did!

Recent Reviews

  1. qrrby qrrby
    7/5,
    Aesthetics: the theme seems very reliant on the forunner architecture, however the idea to have multiple environments (cool idea) makes it a lot easier to distinguish where you are. A couple parts of the top of the map are a little sloppy (the v next to each outside ring door and on top of the door itself); I don't know where your budget is at but they look easily cleaned up.

    Geometry: This is really the only part that tripped me up playing the map. The inner corridors are very narrow, and can benefit from some widening. Keeping on that same route, the room with the voids tear is cramped as well; maybe implementing the widened corridors into a bigger room would suffice.

    Flow: As mentioned above, the cramped middle hinders lines of sight, and most of my matches were spending guessing which environment they ended up. The circular pattern and your layout had lots of fun interactions, but finding them was a pain.

    Weapons: Some were a little hard to find, and the splinter nades and automatics were too many in number for the amount of cqc engagements. Consider moving the storm rifles to 2 or 1 locations and take out the assault rifle altogether.


    Overall a little more shine will do you wonders

Discussion

  1. Connie

    Connie Catgirls Don't Cry
    Senior Member

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    Shooty Person updated Cerberus with a new update entry:

    Bug and Gameplay Fixes

    Read the rest of this update entry...
     
  2. Connie

    Connie Catgirls Don't Cry
    Senior Member

    Messages:
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