Trestles

2v2 Slayer
9.0

Map Description

  1. Zombievillan
    DL Link: https://www.halowaypoint.com/en-us/...ievillan_0b9a634b-c0fd-448c-b8f9-fb56fe05b464

    Trestles is my second map in Halo 5 and is also my second submission for the 2v2 contest. Trestles is a symmetric map with a sort of “U” shaped design. I started sketching this one up about a week after the contest was announced & I really just wanted to get creative with the new round pieces we never got to use in previous games.

    This is my favorite of the 2 maps I have so far and while not only looking better (imo) is funner to play. The design is far more competitive than my previous map and gameplay was in mind with the design throughout the entire process. It plays fast and looks big but it takes little time to traverse the map. Top mid is of course the power point to keep locked but it offers very little cover. I originally had Plasma Caster spawn top mid which wasn’t over bearing but I decided to move it down to bottom mid to make players commit & utilize the area a little more. I have it static-drop spawned at 90 sec. with 1 extra clip. It is the only Tier 3 weapon on the map and it suits the map well with the curved doorways & corners. Top mid is open to several positions on the map making it hard but not impossible to lock down and there are plenty of areas for a team to set up on to contest the position.

    Other points of interest are the 2 power ups. Damage boost spawns on a platform that rises up from the murky waters at 12:00, 10:00, 8:00, etc… while the OS spawns in the back room on a platform that also rises up from the deadly waters below at 11:00, 9:00, 7:00, etc. This provides a constant flow throughout the game of trying to control certain areas at certain times as well as an interesting initial rush for the Plasma Caster/Damage boost in the start of the match. I didn’t want players to be able to stack OS & Damage boost so that is why I off set them each minute.

    The only precision weapons on the map are the Light rifle on the platform outside of the back room and a carbine on each side in the “caves”. I did this because the pistol game play shines on this map as well and having less precision weapons keeps players moving instead of trying to sit back & pick off players. So if you are gonna try that it will take more shots with the Carbine & you can battle for the Light Rifle. After that there are 2 Storm Rifles, 1 at each ledge outside of the bases leading to open areas, which keep them from being OP as well throughout the map. 2 Splinter Nades spawn on the middle platform facing the water and they play well with the map geometry just like the Caster due to the curved corners and semi-skinny door ways.

    All in all I really enjoyed the process of making this map and playing it. It was fun to see what I could do with these “round objects” and I got to learn quite a bit about scripting as well. Special thanks and shout out to @Yumudas Beegbut He really went to great lengths to fix some scripting I was wanting to do but ended up dropping it. The platform that rises up with damage boost on it was originally supposed to spin 180 degrees on its way up and repeat on its way down. Due to scripting bugs and in-capabilities I left it just to rise up. To his credit, he actually had it working but certain parts had to have normal physics & the rotation/movement scripts just cannot move in a perfect, consistent, natural & smooth motion but he had it very very close and I felt bad for not using it after all the work he went through. I cannot stress how grateful I am to him for that & maybe if the scripting ever gets cleaned up I will return to that hurdle.

    As with all of my maps, I don’t have fancy photoshop text blocks with special effects and gameplay footage, call me old school or just technologically lame & illiterate but I will just let the map speak for itself.


    Thanks goes out to:

    Yumudas Beegbut (scripts)

    Multilockon (testing & suggestions)

    Xandrith (testing & suggestions)

    Brotasticbear (trying but failing to carry me in said testing)

    the rest of you guys who played it with me as well.

    Several local buddies that helped test (and have no forge knowledge so they think I am the Muhamad Ali of forging) BaggedbyLoki, BertMacland, LegitSephiroth, & Zombiebenchiefn.

    To download, add the gamertag: zombievillan and bookmark the file labeled Trestles.

Recent Reviews

  1. jacquet jacquet
    8/5,
    good job
  2. NTFAIR NTFAIR
    10/5,
    wow amazing design

Discussion

  1. ravenking91

    ravenking91 Legendary
    Senior Member

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    Likes very good aesthetically
     
  2. Xandrith

    Xandrith Promethean
    Forge Critic Senior Member

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    wow way to steal my colors
     
  3. MultiLockOn

    MultiLockOn Ancient
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    Glad you got rid of the BRs. Awesome map man, one of the best things I've seen from you in this game and H2A I think :)
     
    Xandrith likes this.
  4. Zombievillan

    Zombievillan Ancient
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    Thanks, yeah H2A & Halo 4 honestly were low points for me. But with the rendition of forge that we have now, I plan to make a full comeback. Now that this pesky contest has reached the deadline I can get back to my stomping ground of Competitive 4v4 maps.
     
    MultiLockOn, a Chunk and Xandrith like this.
  5. Xandrith

    Xandrith Promethean
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    Stomping ground... that sounds like a really cool map name.
     
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  6. Goat

    Goat Rock Paper Scissors Scrap
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    inb4 xandrith posts a map named stomping grounds tomorrow
     
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  7. Buddy Jumps

    Buddy Jumps Jumpmaster
    Senior Member

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    The invisible blue and red lights look gross, other than that: Magnificent. :yes:
     
  8. Darien

    Darien Legendary

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    love your map bro would love to create with you
     
  9. Zombievillan

    Zombievillan Ancient
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    Just updated this now that we can adjust weapon pads. I removed the static drop spawn system for the plasma caster & put in a weapon pad for it. It still spawns every 90 seconds with 1 spare clip. Gameplay was not effected in any way & with the deletion of the invisible blockers & a script switch as well as unnecessary lights due to the new lighting from the update I was able to add some sounds in to add to the realisticiness (dictionary?...) of the map. Sweet update 343, Thanks!
     
  10. Paranoia UK

    Paranoia UK Ancient
    Senior Member

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    Great looking map mate
     
    a Chunk, Zombievillan and MultiLockOn like this.
  11. MultiLockOn

    MultiLockOn Ancient
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    I remember you from Halo 3! You had an awesome map in the skybox shaped like a C, called Exodus I think? Really cool stuff, nice to see you around
     
    a Chunk likes this.

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