U-turn

Discussion in 'Halo and Forge Discussion' started by Psychoduck, Oct 22, 2009.

  1. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    I actually finished making this map a while ago, but I decided to make some changes so I decided to show y'all a preview of it. Its a medium sized vehicle based map in the sky bubble on sandbox. Its basically 2 "U" shaped tracks, one around the other. The inner track is raised up and has little cover while the outer track is lower, with more cover, but with one weakness. Vehicles on the outer track will have trouble shooting at enemies on the upper track who will have an easy time boarding vehicles below. Anyway, that was probably confusing, so heres some screenshot.

    Overview:
    [​IMG]

    One of the bases:
    [​IMG]

    One of the rooms (this is where the team's flag spawn and bomb plant points are)
    [​IMG]

    The rear entrance to that room:
    [​IMG]

    The center of the 2 tracks, where the hammer, trip mine, and plasma cannon are:
    [​IMG]

    The central "island" (where the splazer and bubble shield are)
    [​IMG]

    Please give me feedback so I know if I need to change anything.
     
  2. Lemonyguy47

    Lemonyguy47 Ancient
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    I like the overall concept of it, its a good idea and it reminds me of Sidewinder. However it seems a bit small and underdone, I would expand upon it and add some new elements, as well as making the vehicle area larger with defined and separated player paths. The center area seems like too good of a shortcut, perhaps make it more maze like, and indoor. The bases also should be enclosed, they aren't actually bases really they are just areas where you spawn and get vehicles, I would add a building element behind that if I were you. I think this map has some potential but its not quite there yet. Hope this was helpful, but again this is just my opinion.
     
  3. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Thanks, Ill look into it. I originally had it so the only way onto the island was with a mancannon on the central track and the grav-lifts but people always thought they could jump onto the island and fell to their deaths which is why I did that. Do you think I should change it back? The problem with the map was always that the inner track was too open which is why Im putting more cover up there. The bases being open was never really a problem. Maybe Ill get the map tested and see if I need to close the bases off some.
     
  4. Lemonyguy47

    Lemonyguy47 Ancient
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    I don't think you should use the man cannon idea or keep it the way it is, I think you should make it indoors and have a tunnel that leads to it from the base, but the tunnel would be long and double-back on itself, or maybe something like that. I'm not entirely sure if that would work, especially if you are running low on budget or objects but I think it would help the game play. Another thing you could do is move the floating platform closer to the U area so its less of a shortcut.
     
  5. Psychoduck

    Psychoduck Spartan II
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    Im making changes, but I need feedback from more than just one person. Come on people!
     
  6. Dreaddraco2

    Dreaddraco2 Ancient
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    Try and make it bigger, try and use ramps and different elevations on the vehicle tracks, try and add another pathway, and something to make it unique from other vehicle maps.
    For example you could add a mancannon system going from the centre to the edge of the U-Turn, which could send you high into the air through multiple cannons, giving different lines of site (with a similar effect to Narrow's mancannons). Add a bit more cover between the centre base and the 2 bases at the ends of the U-Turn, as at the start of the game alot of players get into one vehicle (usually a warthog), and without much cover it would be easy to spawnkill multiple players at once.
     
  7. XxSpix

    XxSpix Ancient
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    Make the middle longer, and add cover. Try to make a man-cannon on the top of a 'base' in plain sight, to add more risk, that launches the user partially to the enemy base. In case there are no vehicles. Also, a mounted machine gun in the middle would be nice if you did extend the center.
     
  8. MousseMooseROCKS

    Senior Member

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    The main problem is see is under use of the higher areas. There is not much cover up there and they don't even have much of a height advantage. If players don't want to go up above, there paths start becoming limited.

    From looks, spawn camping seems pretty bad.
     
  9. Psychoduck

    Psychoduck Spartan II
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    Ok Im taking all of this into consideration. I will update with more pics soon.
     
  10. R0FLninja

    R0FLninja Ancient
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    Hmm

    I sure do see a lot of falling off the map with all the vehicles and that Grav hammer. Tho I see you already placed some railings down at each base. I think you might be going for some "mini Avalanche" like map layout, I have seen it attempted, and this one is turning out well thus far.

    I hope you follow thru with the map.
     
  11. Psychoduck

    Psychoduck Spartan II
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    Thanks! Actually I just finished the map (I ran out of objects while setting the map up for territories so the only changes I can make are moving objects around). I wasn't inspired by Avalanche but I can see the similarities now. I will post screenshots soon but for now Ill tell you what I changed:
    Walls and ceiling on bases
    Lengthened the center island and moved it closer into the track
    Put mancannons on top of bases and at the part of the lower track where it starts to curve
    Added machinegun turret to center island
    Added obelisks along the upper track for cover
    Moved some weapons and spawn points

    EDIT: Now I have screenshots of the completed map.

    Overview:
    [​IMG]

    New Island:
    [​IMG]

    Rear of a base:
    [​IMG]

    A base:
    [​IMG]

    One of the 4 mancannons:
    [​IMG]

    I should be testing the map soon. If anyone would like to help test just say so here.
     
    #11 Psychoduck, Oct 24, 2009
    Last edited: Oct 26, 2009

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