Disposition the predominant or prevailing tendency of one's spirits; natural mental and emotional outlook or mood; characteristic attitude arrangement or placing, as of troops or buildings. a pretty good song by Tool my newest map Disposition started as a simple design in Rhino 3d, posted in Forge Discussion. It has since then grown into much more than that. This is a symmetrical map set in the skybubble. The map has railings where I deemed them necessary and features multiple levels and walkways leading to each base, as well as a center route for fast, but dangerous travel to the opposing base. Each base has a tube with a mancannon at the bottom for a quick assault on the base from the lower level. The cannons are against the back of the tubes, so they can also be used as a quick escape. Screenshots ^Overview^ ^Outside of red base^ ^inside of red base^ ^Center structure^ ^lower level. note the new railing^ ^one of the side platforms^ ^support structure holding everything up. I wish I had more stone columns^ Weapons/Equipment Weapons 8x Battle Rifles / 2 extra / 10 sec 4x Carbines / 1 extra / 10 sec 2x Needlers / 1 extra / 60 sec 2x Sniper Rifles / 1 extra / 120 sec 1x Rocket Launcher / 1 extra / 120 sec Equipment 4x frag grenades / 10 sec 12x plasma grenades / 10 sec 1x Overshield / 180 sec The map is set up for 8 player FFA, Team Slayer, Multi-Flag, Territories, and KOTH. The reason it isn't set up for anything else is that those gametypes are not recommended. I highly recommend 6 player FFA, 4v4 slayer, Team KOTH, and Multi-Flag with instant flag return. Those were really good during testing. Gameplay [bungievid]101095210[/bungievid] ^8 player FFA from Xang Yang's POV. It was a little hectic, so I recommend 6 player. Still fun though.^ [bungievid]101095211[/bungievid] ^4v4 slayer from my POV. Fast paced, tons of fun.^ [bungievid]101095227[/bungievid] ^Team KOTH from KoD Cyrax 51's POV. Also very fast paced and lots of fun. Note that the hill in the base in the end has since been removed. It caused spawn problems.^ [bungievid]101095229[/bungievid] ^Multi-Flag with instant recovery from th3 kuzinator's POV. To my chagrin, it was really good. I don't think regular recovery would work very well though.^ Updates V2 update. fixed the edge on the back of blue base that you could stand on. fixed the corner wall on the lower level that was higher than the others. tweaked respawns. V3 update. added railing to the upper rocket ramps. BRs, carbines, and plasma grenades are now 10 sec (was 30). rockets and OS are now 120 sec (was 180). needlers are now 60 sec (was 90). added 4 plasma grenades; 2 in front of each base. removed the two base hills in KOTH. The edge of the tube piece inside the bases turned out to be a camping spot, that has been fixed. V4 update lowered color columns. they could be used to get on top of the base. V5 update fixed Team Slayer spawns V6 update added mancannons to the bottom of the tubes. changed OS respawn back to 180 V7 update Fixed half wall in blue base. It could be used to get on top. Download Dispositon I hope you all enjoy the map. Peace.
It looks as sexy in halo as it did in Rhino. It looks so well made. *tear* Im Downloading it right away to play it.
Hey you made it! Looks great and exactly like your design, which btw you should really put on here, its cool... Well anyways looks really good you shoulda put it up for testing
done. and i'll test it in a week or two. it might be longer than that. the quarter is more than half over and i have a massive research paper that i have to start on a week ago. I'll see you in TG when that's done with.
woot finally, this map is beautiful. Im totally downloading. Honestly, I cant see any other slayer map with that great forging standards. my opioion. Im playin it now.
That last picture just looks epic, I'll probably take a look at this after I eat. Nice use of columns. Do you like Tool? That's why I even looked at this map. Spoiler YouTube - Tool-Disposition
yes i am a tool fan. Meta and I had a short 1v1 earlier today. he pointed put some flaws in the spawns and some minor aesthetic things. I'll do a v2 as soon as I feel like it, and set up a date with the tester's guild as soon as i have the time. V2 update fixed the edge at the back of blue base that you could stand on fixed the corner on the lower level that was higher than the others. tweaked respawns.
Massive Update! After a great session with the testers guild (shoutouts to all of the testers, you guys are awesome), i've updated several aspects of the map. I added railing to the upper rocket ramps (see pic #5). I added a wedge to the opening of the drop in the bases. It was a camping spot (see pic #3). The games turned out to be much more fast paced than I expected, so I lowered the respawn times on most of the weapons. BRs, 10 sec, (was 30) Carbines, 10 sec, (was 30) Plasma Grenades, 10 sec (was 30) Needlers, 60 sec, (was 90) Rockets, 120 sec, (was 180) OS, 120 sec, (was 180) I also added 4 more plasma grenades. There are 2 in front of each base now. Spawning became an issue in KOTH when the hill moved to one of the bases, so those two hills have been removed. There are now 2 hills; one at OS, and one at rockets. I took the liberty of posting the videos of our test session to show you just how the map plays. I think most will agree that the map is fun, fast paced, and just feels natural. I'm truly proud of the work I've done here.
It looks amazing, I dl now and i'll try it tomorrow... the gameplay looks very amazing, perhaps it's damage we can't to climb from bottom to top of the camp?(in CTF) But slayer looks very good
There's just something about this map that I don't like, but after 3 days of thinking since the test I still can't figure out what. I think what I'm thinking is that the ramps going up from the bottom are too steep, that may be it. Whatever it is it really made me not want to go down to the bottom area of the map. But every aspect of the gameplay was face paced. I especially liked KOTH. Yes short BR spawns.
Seems good, I just would definitely make those rockets drop spawn. And maybe add one sniper on each base. I will download to check it out anyway.
There is a sniper at each base. How would drop spawning rockets help? I'm not very familiar with drop spawning.
Drop spawning forces a weapon to spawn at the same timing every time, instead of after the time they are picked up. If you're not doing MLG or using a weapon you purposefully want people to be timing, it's usually a bad idea.
Yeah I thought it was something like that. Wanted to be sure. Drop spawning rockets would be pointless because that's a high traffic area, and they're usually picked up the moment they spawn anyway.
Well I love they way this map looks. The layout is very sexy. BUT, I noticed some spawn problems in the TS video. Its hard to get spawns right in this kind of map since the only real covered areas to spawn at are in the bases. The rest of the map is quite open, spawn wise. Also, If you dont spawn in the bases, you almost always spawn on enemies radar. Thats kinda bad. Thats the only problem I can see now. I love the OS rush at the start, thats great. I really do like this alot, its just tough to get spawns here. Good job though, looks awesome. PS, nice stick betrayal, LOL.
you're right that you'll spawn on the enemy radar much of the time, but I think that's balanced out with the map's structure. Because the majority of the map has multiple levels, people don't always trust their radar. You can see in the vids many occurrences of people just walking right past someone that was certainly on their radar. It happened to me a couple times as well. So while it is an issue, the map's structure downplays in quite a bit. The only spawn problem I noticed was in FFA. Sometimes you'd spawn in a base, run out, then someone else would spawn in the base you just left, right behind you. I'm not sure how to fix that. I could add some neutral spawn points around the side areas, but that might affect Team Slayer as well.
Fantastic job dude. The map plays a lot like narrows, with both the spawns and the radar. As stated above, the spawns aren't perfect, and I don't know how you could fix them, but it still played great. (I had 2 matches on it.) Team slayer worked to perfection, and FFA was pretty fun too. The only problem I found was that my friend and I found a hiding spot, and a couple of ways to get to it. Fix those, and you got yourself a truly awesome map.
Wow. I tried those and couldn't do it. Your friend must be a good jumper. I'll fix those when I get a chance. Thanks.