Heads Up

2v2 Slayer
10

Map Description

  1. SgtSlaphead
    Heads Up consists of a single large vertical atrium with its many levels connected by both a winding pathway that spirals up and around the atrium passing through three distinct corridors. This seemingly linear path is broken by a teleporter system. There are two pairs of two-way teleporters as well as the one-way purple teleporter which takes players up to an exposed ledge where a Rocket Launcher spawns with two shots respawning every 120 seconds. The orange two-way system connects the top corridor with a low bunker where a sniper spawns with 8 shots every 180 seconds. The blue two-way system links the blue corridor to bottom mid where a speed boost spawns every 60 seconds. The pickups combined with the teleporter setup aims to create a highly tactical experience where movement is encouraged as the maps level of predictability allows teams of two to gain pickup control and close in on their opponents, should the enemy team attempt to camp a single location for any particular length of time. This map began with a broken concept that Karbyy and myself have been working to fix. It's probably going to be a love hate map!

Recent Reviews

  1. Tom Cinder Tom Cinder
    10/5,
    I love this map. Incredible for Halo 5.
  2. I loved this map in the tests, great job. The movement encouraged with is just great.
  3. S0UL FLAME S0UL FLAME
    10/5,
    I can say, without a doubt, that this map that you and Karby made is an absolute treat to play. It blends CE and Quake fundamentals so well. Your best work.

Discussion

  1. Buddy Jumps

    Buddy Jumps Jumpmaster
    Senior Member

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    Main room reminds me of that creepy room in the Forest Temple from Zelda: Ocarina of Time, in which a hand would come down and grab you if you wouldn't move around quickly. Don't know if you've played Zelda.

    Great job on the visuals.
     
  2. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

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    that name tho

    sogood.gif

    I enjoy slapehead's square style of forging and this map looks fun to play. I ran around on it and noticed the inverse construction immediately. It's deceptively simple but you guys have taken a really basic concept and made an interesting design out of it. Looking forward to playing on it.
     
    #3 Goat, Feb 20, 2016
    Last edited: Feb 21, 2016
  3. karbyy

    karbyy Legendary

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    Have been a blast working on that map, hope you guys likes it!
     
  4. WAR

    WAR Cartographer
    The Creator Forge Critic

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    Those were some pretty bold plays in the video, loving that crazy vertical play in the center. I see some 'Fair and Square' mixed in with some new concepts, looking forward to judging this contest;)
     
  5. Kell Of Scots

    Kell Of Scots Legendary
    Senior Member

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    Slaphead I would like you to know I rated this while taking a shite, and just like our co-forge, it has not produced any Splashback :p

    Jk, love this map.
    --- Double Post Merged, Feb 22, 2016 ---
    Nobody is mentioning that wierd Karbyy kid, he played a hand in this too. Bet hes a weirdo.
     
    karbyy likes this.
  6. HeX Reapers

    HeX Reapers Legendary
    Senior Member

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    Wow, VERY clean forging! Looks like Prisoner meets Chiron, defiantly going to test this one out!
     
  7. SgtSlaphead

    SgtSlaphead Talented
    Forge Critic Senior Member

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    Thanks. I haven't played Zelda but I like the idea of a giant hand coming down and crushing anyone who camps. Any scripting experts here to help with that?
     
    Buddy Jumps likes this.
  8. SgtSlaphead

    SgtSlaphead Talented
    Forge Critic Senior Member

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    Thanks, I had been hoping to break out of the square style but it became necessary for this map. I'm glad you like the style and as long as people don't get too bored with it I will keep it up. I think I ought to experiment a bit more with other styles in the future but for now I am keeping it simple. Me and Karbyy had built the atrium to be a natural cavern with very little structure however the frame rate and lighting were not fans of the idea. Since the map is essentially one room there is a lack of segmentation to the point where you are always seeing the majority of the map. This caused a lot of performance issues you wouldn't get with a more room based map so we had to build everything to its simplest form.
     
  9. SgtSlaphead

    SgtSlaphead Talented
    Forge Critic Senior Member

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    Thanks. I had fun compiling all that sweat into one video. My contribution to this map is certainly a culmination of what I learned from 'Checkmate' and 'Fair and Square'. The mix with new concepts you mention would most likely be the work of Karbyy who people should watch out for since he's pretty OP at forging when he gets in the zone.
    --- Double Post Merged, Feb 28, 2016 ---
    Appreciated. I always look back to maps like Prisoner and Chiron. So broken on paper. So awesome in game.
     
  10. Kell Of Scots

    Kell Of Scots Legendary
    Senior Member

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    Still not enough praise for Karbyy
     
  11. Preacher001

    Preacher001 Forerunner
    Senior Member

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    Took me a while to find the proper GT for this: SGT X SLAPHEAD

    Not that it will matter anymore once you update it with the proper fileshare download link.
     
  12. SgtSlaphead

    SgtSlaphead Talented
    Forge Critic Senior Member

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    I had that problem too. I thought it was just caused by lag or some sort of glitch since most games I don't get that issue. I'll look into it though thanks.
    --- Double Post Merged, May 2, 2016 ---
    Oh yeah sorry about that. I kind of forget about the innovative new system in which we have had to download maps lately.
     
    Preacher001 likes this.

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