Obelisk

8v8 Slayer

Map Description

  1. BeardlessBen
    Obelisk is simple but effective, especially for BTB. CTF is really fun/challenging on this map. Please do check Obelisk out (there's a video of gameplay at the end of the picture reel), and please let me know what you think!
    GreyMuffinBass and Xandrith like this.

Discussion

  1. BeardlessBen

    BeardlessBen Legendary
    Senior Member

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    Gameplay:


    Energy bridge design:

    Outlook design heavily influenced by Narb's bunker designs:
     
    Matt has Soul likes this.
  2. BeardlessBen

    BeardlessBen Legendary
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    Just realised one of the decals is being funny in blue base. Will get that sorted as soon as possible.

    *edit - that's now been corrected
     
    #3 BeardlessBen, Feb 20, 2016
    Last edited: Feb 26, 2016
  3. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

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    Based on the gameplay video i can see a lot of neat ideas being implemented onto the map. Launching up to score the flag in particular could make for some fun flag caps and stops.

    The main things that concern me are the sides of the map all being extremely flat with the only cover arising from crates. The bottom level is also mostly flat with what seems like two ramps and two lifts being the only ways up. I don't see much reason to leave the base unless I"m going into the middle structure, which has so many sightlines to attack from that I wouldn't feel safe their either.

    I'm also not too fond of the fences. There's a disconnect between them, the unnatural looking watchtower structures you have with the lightbridges, and then the UNSC bunkers.

    The main things I would suggest would be to implement some elevation changes to the bottom level through ramps of some kind. I'd also introduce more routes up to the upper levels that aren't exposed to the center of the map, and perhaps look into making the sides geometrically different. Ideally, this would come with additional cover as well in the form of structure and not crates or pillars. I'm not too keen on the railings in the middle structure because they read weirdly with how the ramps converge on one another, but I wouldn't change that structure yet until additional playspace was added to the sides and tested first.

    The map reminds me of foundation which wasn't the strongest map but had some cool ideas with the 4 way symmetry. You seem to have two way symmetry, which is still fine; nevertheless, I'd personally like to see some more substantial geometry on the map and additional height varition to break up the flatness. Last but not least, as much as it may pain you to part with them, I'd cut the lightbridges and put something bulkier there. Not only would it help to block some lines of sight, but it'd also help focus the map's visuals, which would then drive the creation of additional structures based on what would make sense.
     
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  4. BeardlessBen

    BeardlessBen Legendary
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    Hey man thanks a lot for looking at my map and for the suggestions, I really appreciate it.

    I get what you mean about it being so flat. No you've said that I think using a few ramps on both the lower pit level and the main walk way (around the side of the map could be a good idea.

    Yeah, it was definitely based on Foundation - a nice simple idea for my first map and I thought the designs would help give it some character.

    When you say substantial geometry, how'd you mean? I definitely will add some extra height like you say.

    If I was to lose the lightbridges, do you think there'd be more consistency throughout the map? I think they look cool and do add the appearance of the map since it's so simple, but like you say they do compromise on the consistency of the map. Did you notice the obelisk? It's kind of forerunner esque - it's not really forerunner though, but I just think it looks cool. Again I think it's something that kind of adds to the map, although it doesn't necessarily fit.

    About the bottom level, there are two other clambering routes up to the base, but I don't know how much motivation there is to use them because they're next to the ramps and the lifts. They're just alternative routes really, but there are four of them overall.

    I'm suprised about the fences, I personally think they look decent. I had walls before them and they were incredibly fugly, the fences solved that for me IMO.

    About the central structure - in gameplay it's actually extremely powerful. From the main walkway you can only really see people's heads above the cover I used in the windows.

    Do you know Xdemption? I took him in my map for feedback (he wasn't too fond of it tbh) and he said he wouldn't want to leave the central structure and that it needs weaknesses. When you said about ramps I immediately thought of putting one either side of the main walkway so there's not only cover from the central structure but also a vantage point to see into the central structure.

    When we played slayer on this map, the team that dominated the centre dominated the game you see, so I think it actually is too strong. I had to 'depower' it because there were clambering routes up to the roof of the building and they made it even worse. There were also BRs in there and that was overkill, you just had no chance. I had to switch everything around, I put the BRs in the bases and halo 2 BRs on the ramps into the pit. I put boltshots in the central building so it wasn't crazily powerful and play seemed to even out a bit more.

    But yeah - I really appreciate the advice. I think I'll probably use some trapezoids on the walkways as symmetrical ramps, put some ramps up the roofs of the bottom corridors in the pit and maybe some kind of small walkway from those ceilings to the bases. If that then some other way of getting up to that walkway from the pit.
     

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