Deadlong A Headlong-inspired map. Deadlong is a map that takes place in the Crypt level of Sandbox. It was heavily inspired by the Halo 2 map, Headlong. Many of the features of this map are similar to that of Headlong, but because Headlong is much bigger than Sandbox, the map became less a remake and more an original map. Deadlong was not designed to be entirely aesthetically pleasing, so I hope some of the Forging used in some parts doesn't feel lazy. Of course, at the same time, I wanted to get this map done because it was bugging me. But before I make any serious chnages, I would like to know what my fellow Forge-Union-ers thought of it so far. Enough talk, let's take a run down, shall we? Please Note: So far, this version only supports Team Slayer and Flag gametypes. I wanted to show this to the public before I went more into detail. Also, I don't really want to hear about aesthetics, as I know they aren't super great at the moment. I want feedback on the actual map, map layout, and weapon layout before i make the final, pristine version. The aesthetics will be handled, I assure you. Please give me some advice to improve the map. Thanks! This is the Defender's starting spawn. It takes place behind a large building, which is the Defender's main place to....well....defend. There are multiple entrances into the building, including two narrow and clausterphobic stairways and two catwalks high above the map connected to the building. The Flag spawns on the ledge overlooking the map, and the ledge can be seen from everywhere on the map besides behind the building, which makes it a power point, but also hard to defend because everyone can see you, espcially with a Guass Hog on the map XD It is very cramped and clausterphobic inside of it, but well protected from the vehicles of the map, and turns outside parts, consisting of long range and power weapons and vehicles, to close quarter hallways and catwalks Infantry must traverse. Defenders have access to an Overshield, 2 Ghosts, a Shotgun (2 Clips), a Spartan Laser, Beam Rifle, and a Rocket as far as power weapons. they also get a Power Drain. Their base is cramped and easy to infiltrate, however, if you consider the advantage the Attackers also have.... This is where the Attackers spawn, in this building. Here is a view of the Attacker's side of the map. Attacker's base is less cramped and is designed for the team to take several options. To the right of the starting spawn, there is a ramp that takes you to the high ground. Up there is access to the Active Camo, as well as direct access to the catwalks that lead into the Defender's base. From the starting spawn, if you head right down a ramp to the ground floor, you can find a shotgun right next to the ramp. There is a Sniper directly in the corner of the map under the Attacker's Catwalk (where the active camo spawns). This puts the sniper in not such a height-dominating place, but also so players can use it from the ground to take out enemies at higher altitudes (aka on top where the Defender's Rocket and Flag are. They also spawn near a Regen (next to the Warthogs). To the left of the starting spawns, a Guass Hog and regular Hog are there. This is where the Attacker's Rocket spawns. It is to the left of the starting spawns, passed the man cannon , under the bridge. Here is a view from on top of one of the upper bridges, looking across at the other bridge and the Defender's ledge. The sticky grenade of choice on this map is the Spike grenade. It is underused, and I think would be great for getting around those cramped hallways, filling them up with deadly spikes. It is also a great way to counter the vehicles. Attackers, get a guass hog, much like Headlong. It is great for countering all those heavy weapon specialists, or those pesky snipers and campers. It isn't overpowering, either, because there are so many catwalks and buildings for players to traverse. Defender's get 2 Ghosts, like the original headlong. The ghosts aren't as powerful as the Hogs, but the Defender's also get a Spartan Laser and more geometric advantages, so it balances out. Let's check out that weapon pallet: BR x9 SMG x4 Spiker x2 Mauler x1 Shotgun x2 Sniper x1 Beam Rifle x1 Rocket x2 Spartan Laser x1 Plasma Pistol x2 Brute Shot x2 Needler x1 Carbine x2 Frag Grenade x4 Spike Grenade x8 Power Drain x1 Regen x1 Bubble Shield x1 Overshield x1 Active Camo x1 Ghost x2 Warthog x1 Guass Hog x1 Download Here
As soon as I saw 'superduper66' in the title I instantly clicked. To my happiness I saw unique, overlooking structures, staircases, and overall lots of win. Admittedly I was saddened when I saw that not everything was smooth or geomerged, as per superduper66 standard, but I was impressed without doubt. I was a little sketchy when I saw rockets and a splazer, but that'll be proved on gameplay. Props on using the beam rifle instead of the sniper, as I prefer it over the UNSC edition rifle because It can completely alter how the players use it seeing you cannot pickup ammo, as per every plasma weapon. Maybe you could interlock some areas, and maybe use some fancy ghostmerging to create perfect structures, the map would overload on awesome. Other than that, I have no words other than I'll need to get a few games on it, for sure.
Well, as I said in the OP, I'm looking for more suggestions about the map and things that you guys like or think would work better if I did such and such. I wasn't focussed as much on aesthetics for that reason only. I agree, it can be forged better, right now though, I'm more for getting general feedback on the map, not how well i could forge it. I KNOW I can forge it better, lol. Also, the Beam rifle was actually placed there because taht is how it was in the regular headlong, and i still wanted to capture that sense of headlong. I feel sketchy about the laser as well, and I can't say it will work well or not, beacuse I haven't tested this yet. I'm looking to hopefully test this weekend to see how it plays out. I'm glad I'm a little more recognized here now, though ^_^
Wow you did a really good work and gould you delete one ghost to but a banshee ? That could be great and could you hadd more cover ? 4.5/5
Once again, you've out done yourself. The unique battles that can occur make every battle a chance to show how well one can do under pressure. Weapons and vehicals are fair, and balaced. All in all, great map, great concept, and great effort. Well done. 5/5
WTF. I don't know if I am the only one, but I don't think this map needs a banshee. Not really much you need to fix, just some minor things. For one, I can see outline of the ramps on the outside of some of the buildings like in the 3rd and 4th pics. But no real problems, and nothing of considerable detail. And please don't add a banshee.
I personally feel that 2 warthogs and a ghost is to much for a map built in the crypt. But the overall layout seems like it would play fairly well With the buildings and stuff I always liked those in maps. Aesthetically it looks nice as well I wish I could se more maps of this quality on here now seems like everyone that was good quit forging.
I definitely want to help test this, and am very interested in how it plays out. just tell me what time your testing. ill edit feedback into this post after testing.
i play in the map and when you are walking on the map she have a lot of bumps and the weapon choice are cool but remove 1 warthog for a mangoose and remove one ghost for a banshee !
No no no I'm not gonna spawn a banshee at all. It would dominate the map, and people would be able to get on top of unreachable areas of the map, which would be very frustrating. What areas in particular do you think need more cover? Thanks. I kind of made it to play somewhat like Headlong, and headlong has a lot of interesting gameplay, so we shall see once I get some games running on it. Like i said, a banshee would be terrible, only because people woild abuse it to get on top of buildings and such, and spawn kill the Attackers. The outlines of the ramps I don't think are a big deal, as they let players know that there are ramps there you could use to climb, I think. I'll think about changing that, but it is more other aspects of the map I am worried about Well, I can't say it would be too much. The Warthogs are only effective on open areas of the map. Much of the defender's base is well protected form the warthogs. The ghosts also don't have much use besides outside of the bases and maybe the catwalks, which isn't a big deal considering ther are Spike greandes everywhere Plus, the buildings and catwalks sort of detract from the vehicles, making them not as overpowering. I know what you mean though. I miss Mini Waz Send me a FR and be available this weekend, and I'll definitely check out the map with you, mabe get some playtetss in. If you do, though, send me a message letting me know that it is you from Forgehub. Otherwise I'll end up deleting it. I already addressed the bumpiness in the OP. This is a rough draft of the map. I posted it here to get opinions and feedback on things that could be improved on the map, things that i don't know. I already know the map needs to be a little cleaner and less bumpy. trust me, I know. And i won't let it go by Thanks guys for the support and actually reading my OP, for the most part. I would to get some feedback on what things you guys think I could change or improve. Ideas to help make the map better. It would help that before you tell me, you check out the map so you know what you are talking about