Goliath

4v4 Slayer

Map Description

  1. Blaze


    - Design goals and Vision -

    Art: (cliff)

    My art design goals was to have a space station theme, also I didn't want to rely fully on colors, just hints of colors. I wanted parts if the level to be identified by the rooms and objects that is defining the rooms. Main difficult part of the art design was finding unique peices and have no frame drop issues.

    (Blaze)

    While black picture was hard at work doing the art, I was still testing consistently. I kept a close eye on what he was doing to make sure he maintained any and all intentional design choices. A hand full of times I had him change or reiterate his current set piece to function differently and even found a few things that I felt still could be improved upon in the playtest. Most things were minor and he did a fantastic job keeping up with my criticism and concerns. During this process I had done a lot to add extra bits of aesthetics geometry to use as tactical jumps and nerdy hiding spots. All in all I had a great time working with Black picture on this project. He was definitely the right person for the job.

    Design: (blaze)

    I knew I wanted to revisit Golaith as it was a tested and polished design in MCC that was generally well received. It even received a feature on ducain23s YouTube channel. Though it had some fans there was much to be desired in the design due to the limitation of forge and especially H2a, so I had a few things I mind about what I wanted to do.

    For starters, I wanted to accommodate more versatile playability, allowing for both the intended 2v2 gameplay but 4v4 and better FFAs.

    As original design choice was to have a single atrium with surrounding corridors. In the remake I wanted to keep the pathing while opening up the bases and making them more interesting for combat as well as interact with the top floor without making the push to a higher level or into the central atrium.

    Vertical interacts were a main focus too. Goliath is a very tall map. I needed to make sure that engagements were at comfortable angles and your field of view wasn't limited when interacting with levels above or below you. The segmentation needed to allow the lower floors to not only provide a place to recover but hold equal incentive, allow for unique pushes and interesting engagements.

    - Recommended gametypes -

    2v2 Slayer and Oddball
    4v4 Slayer, Oddball, and Strongholds
    FFA slayer

    Also playable for ctf, assault, arena breakout, Classic/Legacy slayer and multiteam.

    Oddball by Itz bobcat 7
    Legacy by SquallyDaBeans

    - Weapon details -
    Weapon pad-

    Rockets_3m_1 spare
    Sniper_2.5m_1 spare

    Loose power weapons-

    Shotgun_2.5m_no spare

    Loose utilities-

    H5 BR x2
    H2 BR X1
    plasma pistol X1
    Carbine x2
    Dmr x2
    Smg x2

    Nades-

    Plasma single x2
    Splinters single x2

Discussion

  1. Wowshyy

    Wowshyy Legendary

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    Looks fantastic, love the atmosphere.
     
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  2. PA1NTS

    PA1NTS Promethean
    Forge Critic Senior Member

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    A PUBLIC BETA!!! WOW!!
     
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  3. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    That's mainly thanks to @black picture. He did a wonderful job with the theme. I did work with him very closely during art to make sure all gameplay elements were maintained. Mostly everything besides a few ideas here and there that i felt would help create contrast, awareness off spawns and some other random things, it was all him. :)


    Thanks! We did a ton of testing, iterating and polishing internally (and some personal friends). Everything from well rounded competitive teams to forgers to people who don't play halo at all in hundreds of tests with different playercounts and gamemodes over the last couple months but I'm sure there are a few exploits and minor things that we have overlooked, especially when rushing the last little bit of touchups before the contest was over. So before a full release I want to make sure that we've gotten rid of any poor, repetitive, abusable spawns, holdout locations, major holes that objectives can be dropped into that stall the game or whatever else we overlooked. This is mainly due to the art only really being finalized in the last month of production. I also want to accomplish a much better write-up before the final release. If you're 'wow'ed by this now, I believe you should be more impressed when you start getting the meta the map has to offer as well as a professional looking post. At least I sure hope so, a lot of work is still going into this right now! :)
     
  4. eLantern

    eLantern Ancient
    Senior Member

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    You should revisit this map and touch it up some with the new Forge features; plus, add a thumbnail.
     
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  5. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    I've been waiting for the update with the rest of the primitives. I've touched up about everything I can at the moment. Some gameplay changes, lighting fixes and a lot of cleaning up since this release.

    May look a little old still but I feel gameplay holds up better than ever.
     
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  6. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    Blaze updated Goliath with a new update entry:

    Small fixes

    Read the rest of this update entry...
     

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