Thrashed

Infection
10

Map Description

  1. Fythic
    Before anything, I insist on looking at the video. Although there are video effects, it shows off the map much better than screenshots can.



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    [​IMG]

    This is Thrashed. Thrashed is a grime-frost, mixed-halo forerunner-styled map built for core infection. This map is built for 12 players. The map is made to force players to move around all the time as there are multiple ways to get into every area. The main corridor you see in the first image is the worst place to hold out/traverse through, as it is the most wide-open spot you will find on the map. The tight corridors that tie into the wide-open spots create invigorating gameplay as you always have to check corners, or else you might just turn to be one with the flood.

    -SETTINGS RECCOMMENDATIONS-

    Sound: 10
    Brightness: 3*
    Full-range video display.
    Default AR skin (it looks the most realistic+immersive).

    *I run on 1, but be sure to learn the map layout first before anything. I recommend 5 brightness for those who have difficulty seeing.

    -STORY-

    During the battle of Installation 04, a squad of ODST marines were forced to retreat into a research facility nearby the Library. As they entered down through the first piston, the auxillary power immediately turned on, but all base functions had been off. It was later found out that the facility was never finished, probably due to the activation of the ring. As they traversed lower and lower through the system in a panic to retreat from the pursuing covenant, a new enemy had joined the battle. Realizing that the covenant pushed their efforts away from the humans and towards the flood, the ODSTs retreated down a crevice. The panel had turned on with a view of the galaxy. As they got closer to it, they noticed a couple of brighter, more noticeable and flashing spots around it.

    "What's that?"

    "Hell if I know. Let's find a way out of here."

    As they traversed around the facility, they noticed another large piston. They made their way to it, footsteps synchronous. When they activated the switch, nothing happened. They were stuck. Despite all efforts, all they could do is wait it out and hope nothing comes down that crevice.

    The roars and cries of the flood break the abundant silence in the level.

    "Gear up, troopers. Let's finish this fight."

    -GAME PHILOSOPHY-

    At first, I wanted to create a linear-based infection map in which you start off near the large forerunner piston (just like the ones from H2 campaign) and progress your way through the 'mission' with stunning aesthetics that bring back the old Halo 2 aesthetics. When I found out how shitty I am at recreating aesthetics from the older games, as well as object budget, I decided to dump the idea and work on a small infection map. I'm extremely proud of the shading and lightmaps that blend so well in this map.

    I'm going to talk a bit about how I was able to accomplish the well-blended look, as well as the high resolution shadows that I was able to implement into the game, which by default don't work like I have accomplished.
    I won't get into detail with it, as it is all explained through this reddit post I made about a month ago.

    I tried to make an extremely immersive experience for players with all of these effects as well as the aesthetic, gameplay, and ambient sounds that play throughout the map. Take this image for example:

    [​IMG]

    This is a small area in the map in which the infected have a chance of spawning in. They spawn from up through the crevice and immediately fall down as if the infected are swarming into the battle. This gives an atmospheric incentive for the survivors to survive. If you would like an example of the ambient sounds, take a look at the video I made.

    Hint: the arrows on the ground point you towards the center of the map ;).

    -GAMEPLAY-

    To be completely honest, I only played this like, once, with 11 people, and it ran fairly well, but I advise turning off invisibility for alpha infected just due to the fact that the map is extremely dark, but further testing/'crowdplay' will help flesh out the game rules.

    [​IMG]

    As of weapons, there are:

    -Pistol with 20 rounds, double firing rate.
    -Shotgun.
    -Scattershot.
    -Light Rifle.
    -Bolt Shot.
    -Two Suppressors.
    -Hydra Launcher.
    -Brute Plasma Rifle, 39%, triple round burst only. (SUBJECT TO CHANGE)
    -Carbine.
    -Two easter egg weapons. Happy Hunting!

    [​IMG]

    -CONCLUSION-

    All in all, I have no idea how bad or good this map plays, but I hope that the people here in forgehub will be able to rate and tell me some issues with the map. As the version states (as of August 25th 2016), this is ALPHA. Some of the arrows on the ground don't line up. The initial spawning may be ****y. Please tell me down below your experience so I may refine the map.

    [​IMG]

    P.S. There are performance issues in one corner of the map, due to the game engine rendering all 1550(ish) objects just due to the map layout. It's where the hydra launcher is.

    Screenshot here of the general area:

    [​IMG]

    Enjoy! :)

    --- If i have any typing errors, ask me to fix and I'll fix. I wrote up the story as I made this post, so any grammatical/punctual errors or whatever there may be, pls no h8 D: .
    I didn't do too well in highschool english


    IMGUR LIBRARY HERE FOR ALL RELEVANT IMAGES + LOGO.
    Nitro likes this.

Recent Reviews

  1. ManRayX ManRayX
    10/5,
    amazing aesthetics cant wait to try

Discussion

  1. TheLunarRaptor

    TheLunarRaptor Legendary
    Senior Member

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    Its great looking but I am wondering why the use of breakout pieces? Its such a pretty map and the breakout pieces look a bit out of place. I kind of like the colors but they honestly do not fit the forerunner theme if that was the goal. You clearly put a lot of effort and time into this so its really refreshing and nice to see a map posted here with someones full effort put into it. I am always a fan of dark, eerie infection maps and for the most part it is a very well done map.
     
  2. Fythic

    Fythic Legendary

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    Thanks. For the breakout pieces, I added it there to change things up as i wouldn't have enough pieces for the style I was looking for, so I substituted with the breakout pieces. I might update it soon and try to mask on a frost texture on the pieces to help fit them into place, but we'll see. As for the colours, the reason it's like such is because of the frost texture. This was meant to be covered in permafrost and the texture overlayed on top does so, so that's why the map has an overall blue colour to it that doesn't feel very forerunner.
     
    TheLunarRaptor likes this.
  3. Fythic

    Fythic Legendary

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    Fythic updated Thrashed with a new update entry:

    Scripting Patch

    Read the rest of this update entry...
     
  4. Fythic

    Fythic Legendary

    Messages:
    15
    Likes Received:
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    Fythic updated Thrashed with a new update entry:

    Main Update (Under New Filename)

    Read the rest of this update entry...
     

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