The Theme:
The map takes place on the moon of Suban, a moon of Sanghelios that is the only known source of Subanese crystal also known as Blamite or needler crystals.
The interior of the map is a maze of tunnels and caves dimly illuminated by glowing pink crystals and ornately decorated with old Sangheili architecture. The weapons on the map are heavily themed around this (Blood of Suban, Hailstorm, White Scar, etc.). I have made it a point to not place anything without clear context and purpose ie. taking a plasma pistol off a grunts corpse, pulling a sword out of a Jackal's chest, or even simply weapon crates amongst other supplies.
As for the exterior of the map the focal point is a giant slipspace tear in the center that is pulling in chunks of land like a ravenous black hole, all of the map funnels into this center point even the uprooted mine shafts. If a player gets too close to the slipspace tear who knows where they might end up? The shape of the map is essentially a crater atop a massive hill. There are several deep cracks and fissures leading out from the middle that connect to the subterranean corridors. There are several scripted easter eggs such as making a "sacrifice" to get a certain mythical sword, etc.
Gameplay:
The game mode is Battle Royale which is more tuned towards massive maps. The map has a damage boundary that shrinks in diameter exponentially as the timer counts down, which works perfectly in tandem with the map's overall radial design.
I always try to "wow" the player's with the spawn sequence so I decided to have all the players start by launching towards the center to be sucked up into the slipspace tear thus teleporting them randomly around the map.
The Forging:
Amazingly I am not at the actual object count budget however I am at what I like to refer to as the poly-count budget. This means I broke the games physics budget by placing a lot of complicated objects such as corpses and an abundance of natural terrain and then i just kept going and pushed the game engine to its limit. Anything I add or place from this point on will no longer render and appear invisible unless I delete an object elsewhere.
Due to the map's massive size standard round resets will almost always result in spawning issues as the game tries to manually despawn and respawn all objects on the map even structural objects that are pointless to respawn. I found a work around for this, rather than let the game mode reset the round I have scripted a pseudo round reset that despawns and respawns only the weapons and normal physic objects. It then temporarily unblocks the spawn points to allow everyone to spawn in simultaneously and resume the next round after awarding a point to the winner. (the script for this and the shrinking boundary are prefabbed to be used on other maps)
I spent well over 100 hours working on this map going through a lot of trial and error, even redesigning the layout of half of the map at one point. I hope you all enjoy!Full Imgur Gallery: https://imgur.com/gallery/vpxA4qn