Viaduct Preview Created By: Hank102938 I've been digging through my unfinished maps and this one that I started on a month or so ago came up and caught my eye. In the past few days I've been working on it, and its coming together rather quickly and I feel that it will be a rather good map that many will like, hopefully. Preview Picture: Here you can see the Main bridge area. The only thing that is done is really the bridge deck and underdeck(wood planks) that you maybe able to see. As well as the 'supports'. I don't plan on adding more supports because it would be too crowed and the angle would be low enough to walk up and I don't want that. I plan to have add much more to the layout... Including alternate ways to get between the bases than just the underdeck and main deck of the bridge. Plus there will be a two or three story base at each end of the bridge... you can see that I've started on those slightly. It should end up with a Construct kind of feel to it. If you have any suggestions, I'm listening, so let me hear them. So, I hope you all look for Viaduct in the Competative map section in a few weeks or so.
What you have so far looks very nice, and the bases on either end seem like a good idea. You should add some other alternative paths across like a mancannon such as that on Narrows or a few catwalks. And right now, it's a little lacking in aesthetics, although I'm sure you'll think of something to make the map more pleasing to the eye.
So let me get this straight, your building what construct was originally planned to be? A huge three base on each side map with a narrow bridge in the middle? Cool. Let me know if you need testing. GT on left.
Looks like its coming together real nicely, now ever mix it up a bit by making the bases different and non symmetrical. both of them don't have too be 3 stories either! you could make one base 2 stories but more area coverd, and the other base 3 stories with the same amount of area going up instead of out. You get what i mean? think about crushing a marsh mellow. it is shorter, but wider and flat.
Haha I like the way you put that. I think it might be neat to make 2 asymmetrical bases connected by a bridge. Have you put thought in to how you are going to connect them other than the 2 bridges?
well I'm taking consideration that you are a good enough forger too not worry about connecting the bases . tbh i think you should do what ever comes too mind and what ever seems cool in the map, and chances are, if you go for it, every one else well think the same!
I've actually thought about making the map have symetrical bases, but still map it have only one line of division. Like on the different sides of the bridge have like... well look at this... ``````............ ....''''''````|```'''''.... B ========== B \____'''____'''____/ Ok the = is the main bridge. ` are just fillers and mean nothing. The ...''' represents a curved flat path that would be one block above the bridge deck and connect to the top of each base. Then the | shows that that connects to the main deck and underdeck. Then the other side shows a path that connects to the main deck and underdeck where the ''''' are and the _ are paths a little below the underdeck and they connect into the basement of the bases.
oh yea, i can see it now! *A master piece starting with keys from a key board* In all honesty, that was the most hard blue print i have ever tried too figure out lol ^^
Well, I could have wasted much more time making something better that you still wouldn't understand. I'm leaving it as what ever comes to mind, as you said, to finish off the map. Which that was what came to mind... and as usual it is very hard to describe. Now that I look at that diagram I made, it sounds like the complete opposite of what I was trying to say. It shows a top view of the layout... that probably doesn't help, but what ever you'll see when its done.
look dude i simply cant understand it, so dont get mad at me. Besides its not me who needs too understand it any way. Just ignore me if you get upset at my comments. Save another flame war from happening.
I'm interested in how you're planning this out. I think I might have an idea of what you're getting at. Invite me to a forge sometime, I think I have a good idea of what to do if it's not the same thing you're already thinking. If you go ahead and do use my idea you don't have to name me as co-author or anything lol
Unless you already have the rest planned out, I have an interesting idea that might work out really well here. Make the map really similar to the ODST campaign level coastal highway. but make the two bases the transitions from bridge to bridge. possibly make the back caved in or just a shut door. Otherwise the map looks great so far
And I'm interested in what your idea is. I'm open to ideas because I'm not quite sure what I'm doing with the rest of the map. So, any ideas are very much welcome. I'll invite you to forge sometime. I don't have the rest of it planned out really. I don't quite understand what you are suggesting, could you rephrase that for me?
Yeah, but I don't quite understand what you mean. Do you mean make the bases similar to the transitions between road parts on the last level? Have an open door (the opening to the bridge) and the other door closed (the back of the base) and then have things inside similar to that of the transitions in ODST?
you know how the bridge segment of the level was sections of bridge with indoor rooms with health packs seperating the sections of bridge right? now lets say your current work is one segment of bridge, Im suggesting you add rooms like in campaign as a center structure, and both bases. like this... closed door|Base|bridge|indoor|bridge|base|closed door base and indoor are like the health pack rooms in campaign
yeah i couldnt quite figure out what he was getting at with coastal highway.. I think you should base your map on narrows.. you bridge seems to do the trick fairly well already, except the height advatage from the middle of the bridge isnt there.. However you would need something to obstruct line of sight from one base to the other..a simple wall would do the trick on this a the end of each bridge requiring the player to walk around the wall to gain acess to the base. (a lot like the level high charity on halo 2, you walk through numerous doors to find a wall immediately infront of you forcing you to walk round it to find your opponents rather than spotting them from a distance) As for the base layout, i dont think i could think of anything that would fit connection by a direct small bridge.. sorry Ahh i get you now.. Sounds quite a good idea, although it'd be a lot of walking.. Speaking of basing maps on campaign missions.. Every play Halo:CE? Assault on the control room has two bridges that laid parallel very very high up. You could clone the bridge and have two running parallel.. and have the bases connected to both bridges.. leaving a "square" shaped map?