RECLUSE (BETA)
"Standing now as a long forgotten relic, this station's slip space navigational functions remain largely untested. 6-8 players."
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UPDATE:
Hey guys! After some play testing, I am happy to introduce the first update for Recluse! Pictures and changes in greater detail in comments.
Changes include:
I'm looking forward to testing these changes out soon, but for now enjoy the update and give me feedback!
- New middle structure
- Modified weapon layout (Added 2 LR's and switched the positions of the Binary and IC)
- Better (hopefully) spawning
- More routes from bottom mid
- Added support for 6v6
Thanks
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Hey guys! I'm back with a new map. I've been teasing it for a few days in the WAYWO thread, and I finally feel like it is at a point where it can be shared and tested! So, without further ado, I present to you Recluse!
AESTHETICS
Recluse is my latest project. Originally envisioned as a human mining settlement, I set out to design a open semi-symmetrical Guardian style map, with long lines of sight, close quarters caves and natural terrain. After messing around with filter settings, I stumbled upon an autumn Forerunner aesthetic, with vibrant oranges and bright blues dividing the map. I chose to go with a simpler Forerunner style more akin to Halo CE or Halo 2. I did this for a few reasons, mostly, because I am kind of burnt out on the hyper stylized, insane angles art style of Halo 4-5. The rust really sells the map I think. With the classic architecture and the rust (something that has been used only sparingly throughout the Halo series, ie. Relic, Containment, some Delta Halo areas) I think the map really gives off a familiar, yet memorable vibe.
After this months update, the look of Recluse had been nailed; the grime overlay and concrete textures, as well as the unmaintained grass and ivy give the map a rusted, overgrown look that I personally love. The only thing left to do was define and design the maps gameplay.
GAMEPLAY
The map encourages both team work and solo play by separating the play space into three separate, yet highly connected areas.
Red side provides close range battles in its cave system, as well as offering the highest platform on the map.
Blue side is home to a more open and attackable base, but contains a tunnel that leads to the underside basement containing a speed boost. The front of the base is a ascending bed of rocks and terrain, giving players more options when attacking blue side. The basement also holds a lift, providing a safer way to neutral bottom mid and, if you're skilled, can also be a way to Engine Two (top mid blue side).
Neutral/Middle provides players many different options for defence, offence, and maneuverability. The main building is a defendable, yet highly open and attackable killing floor sitting atop an aging Forerunner gravity lift and a decaying garden. Ramps from each side easily lead players to and from Blue and Red side.
Overall, I tried to promote and embrace a wide variety of play styles and skill levels, while also attempting to direct combat in a circular flow from Red side, to Blue side, using Neutral to navigate and obtain a overlook of the map.
WEAPONS
Creating the weapon pallet on the map was surprisingly easy, and I think I have a pretty good balance currently. I did not want to include any redundant weapons such as the BR or DMR, as I wanted the long range battles to consist of Magnums, LR's and the Binary Rifle. I chose a fully Forerunner weapon pallet to highlight the maps aesthetics. Also, I personally think that the Forerunner weapons work beautifully with each other and each one fills a it's role nicely.
- 1x Incineration Cannon (240s.)
- 1x Binary Rifle (200s.)
- 1x Scattershot (120s.)
- 2x Light Rifles (100s.)
- 2x Suppressors (40s.)
- 1x Boltshot (30s.)
- 4x Splinter Grenades (30s.)
- 1x Speed Boost (130s.)
- 1x Damage Boost (140s.)
CONCLUSION
Well, that about does it for Recluse. I've played a couple games on it and I think it plays pretty great. I'm very proud of this map because there were many obstacles while building it. First, I couldn't get the layout working well, then the physics reached %100. Above all, I didn't believe in myself; I didn't believe I could create both an interesting play space as well as have gorgeous Forerunner aesthetics and beautifully carved terrain. But, I stuck with this map and I couldn't be prouder.
Developmentally, this map is currently in beta and needs testers ASAP. I am usually online everyday. My GT is WeedCough and the map is in my file share.
Thanks everyone