Cliff Cove

4v4 Slayer

Map Description

  1. TimeDipper
    CLIFF COVE
    Download Here


    Cliff Cove is a 4v4 symmetrical map which started as just a Lighthouse project and escalated into a full out map. The Lighthouse project was a simple landscape project inspired by the breathtaking landscape of Peggy's Cove, Nova Scotia. I recommend googling it if you never heard of this place. Actually, I will even do it for you, click HERE. With the addition of Halo inspired set pieces, the map came together into a fun and classic experience.

    v1.0 supports Slayer, CTF, Stronghold, and Breakout with Assault and Infection added in next version.

    Download the Map on my File Share on Halo 5! Gamertag: TimeDipper
    Check out my pictures and video found on my Xbox DVR:

    Please leave me some feedback! I would greatly appreciate it!

Discussion

  1. Something CEsar

    Something CEsar Legendary

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    wow, so pretty
     
    TimeDipper likes this.
  2. Geometry Goat

    Geometry Goat Legendary

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    This seems pretty simple, however really fun to play. Good job :)
     
    TimeDipper likes this.
  3. sleepydeadpool

    sleepydeadpool Legendary

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    im worried the banshee will be too strong on a 4v4 map, also from the pictures it seems there are not many routes to places. a little bit more creativity, verticality, and aesthetics
     
  4. TimeDipper

    TimeDipper Legendary
    Forge Critic Senior Member

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    I have taken this into consideration with the weapon set. There is a SPNKR Rocket Launcher as well as two plasma pistols. The SPNKR has lock-on for air vehicles and if the Banshee is hit with a plasma pistol/splinter grenade outside the cliffs it will plummet into the water. Ascension (Halo 2) is a comparable example.
    Complex is not always better. I have decided for a simple design to make the map more intuitive. Beaver Creek was simple and people love it!
    I am unsure of what you mean by this sentence? Compliment or Improvement?
     
    #5 TimeDipper, Apr 12, 2016
    Last edited: Apr 12, 2016
  5. sleepydeadpool

    sleepydeadpool Legendary

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    what's the object count?
     
  6. sleepydeadpool

    sleepydeadpool Legendary

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    the last quote was improvement that is needed on the map.
     
  7. TimeDipper

    TimeDipper Legendary
    Forge Critic Senior Member

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    Would you be able to expand upon your 3 listed concerns?
     
  8. sleepydeadpool

    sleepydeadpool Legendary

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    a banshee on a 4v4 can be too strong, even with the application of having plasma pistols and a spnkr rocket launcher. it could be used to cause too much damage, or go into unwanted areas of the map. there needs to be more verticality or levels with routes. everything is one floor, completely flat with a couple of meaningless hills with very partial cover. the roads have no cover in between them meaning camping on them would be a great problem. there could be many more aesthetics than just the new trees from the GOM update, and they could actually try to use the props the object count looks really low. the small occasion of verticality is just one or two ledges being unused most of the time. there is no real spark when looking at this map, it could be more creative in the sense of the shape, scale, or even the colour. also the walls are 99% cliffs, they are reusing the block over and over again, therefore there is no map variation and every part looks the same as the other
     
  9. TimeDipper

    TimeDipper Legendary
    Forge Critic Senior Member

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    Thank you for the feedback
     
  10. Chesus Khrist

    Chesus Khrist Bangin Pizza / FGPBCIA
    Senior Member

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    Mind blowing map
     
    TimeDipper likes this.
  11. Simpleend0504

    Simpleend0504 Legendary

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    You nailed the Nova Scotia feel to it.
     
    TimeDipper likes this.
  12. TimeDipper

    TimeDipper Legendary
    Forge Critic Senior Member

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    TimeDipper updated Cliff Cove with a new update entry:

    Update v1.1 [Lighting, Assault, Design]

    Read the rest of this update entry...
     
  13. PolyG

    PolyG Legendary

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    I will say that the abundance of power weapons on Blue team's side is fairy noticeable, but aside from that it looks solid, about as much as it is aesthetically pleasing.

    And it's decently open with the sightlines. The map design harbors a lot of what I remember about classic Halo maps. I miss when smaller maps had powerful Sniper positions and the occasional vehicle interaction... this map deserves recognition in Halo 5 for that alone.
     
    #14 PolyG, Apr 23, 2016
    Last edited: Apr 23, 2016
  14. TimeDipper

    TimeDipper Legendary
    Forge Critic Senior Member

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    Thanks for the feedback and kind words! When you mentioned Blue teams side has an abundance of power weapons, which game type were you using? Spawns are different for Slayer and Objective games. If the Lighthouse considered South, Slayer Spawns are (East/West) for equal travel time to power weapons. For Objective game types Spawns are (North/South) and both teams are equal distance from the Rocket Launcher and no vehicles.
     

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