Radiation was originally an incredibly small Halo 3 map made by me, suitable only for doubles at the very most, or truly insane mosh pit games. That map, however, was not at all like my original intentions, and retained only the smallest part of the original conceptual design. For Reach I decided to rebuild it as the original designs dictate, and this is the result. Overview: Radiation is a small, symmetrical map designed for competitive team-based play. While most game-types are supported the most enjoyment to had is in symmetrical objective and team-based slayer games, though free-for-all is entirely playable and can be quite entertaining. Here follows a number of images showing the map, with brief descriptions. Further written descriptions can be found after the images. Centre/rocket spawn: Overview of the centre of the map, showing orange tower on the left and green tower on the right: Red base observation room, which is the objective room in assault and CTF: The lift in red base used to Reach the observation room: The walkway connecting red base and green tower: The Sword room. Believe it or not this was almost the entirety of the original Halo 3 Radiation: In the centre of the map on the main level is a rocket launcher which spawns with two rockets. Below this on the lower floor is the sword room which, predictably, contains an energy sword. To access either of these locations one must go via either orange or green tower, each of which feature three levels, with a DMR on the top floor and two fragmentation grenades and a health pack on the bottom floor. There is a man cannon on the bottom floor of each tower which takes a player to the top floor. Each of the towers is connected to both bases by a walkway, and each walkway has two plasma grenades spawning on them.The walkways between the bases and towers come in two flavours - high and low. High walkways connect the red base to the orange tower and blue base to the green tower, enter the tower on the top floor and have a pistol spawn on them. The low walkways connect the red base to the green tower and blue base to the orange tower, enter the tower on the main floor and have an assault rifle spawn on them in addition to the plasma grenades. The bases themselves have two floors, the main floor which is larger and has a lift near the back which leads up to the smaller top floor, which contains a DMR and serves as the objective location in most objective game-types. The bases have lots of glass on their frontages so can be seen but not fired into. This is maintained by having shield doors protecting the base entrances, to deal with the grenade spam into the spawns. A note on the special effects used (next gen and juicy) - I used these as they don't darken the map too much but combined make the colours of the buildings much more obvious, improving player orientation, which has to be done by the map itself rather than the backdrop in this case due to the encompassing walls. I give you an action shot: Anyway, I am entirely open to suggestions for improvements and welcome any constructive criticism. A link is provided below for anyone who is interested in looking at the original Halo 3 version of Radiation. I hope you have fun with it, Decho. Link to Forgehub thread for the original Radiation.
well to start with, it looks great. I not sure how it will play but from the action shot at the end it looks like it is a fast paced game. Im downloading it now so ill tell you what i think later.
I played this map the other evening with a load of friends. It's fast, frantic & fun. Easily equals (if not better than) any of the shipped forge maps. Well done Dynamic
I played the original Radiation on Halo 3 and loved it so I'm looking forward to an evening of Team Slayer on the Reach version tonight I'll update this post later with my final verdict. All I can say is that I hope the sword is still as annoying in this map as it was on the original lol.
Looks awesome... My only concern is the 'objective rooms'. Having only one entrance and exit to the objective is rarely a good idea, but I presume you've tested that?
That was a concern for me as well, but I found that it generally works well enough, as the objective rooms are small enough that a frag or two will clear them - camping in there is a death sentence. Thanks for all of the positive comments guys, but I would particularly like any reports regarding bad spawning (still getting used to the Reach spawning system), especially in objective games. Cheers, Decho.
downloading now mate, i should be able to put 8 players through it tmw night will grab some video and see how it goes down. Certainly looks the part from the screen shots can see it being a good CTF and Assault map
Played FFA Swat last night with friends and it went down very well. Loads of positives and its rapidly becoming a favourite map for swat. WIll try objective gametypes tomorrow especially looking forward to Oddball. Main points to mention Spawning points were generally good with little spawn camping Easy to navigate with lots of variation and vertical areas Good sight lines for the DMR No one liked the lifts in the bases though Shield doors worked well added a tactical element Will upload the gameplay today so you can see it in action and my dodgy aim Everyone who played loved the map and cant wait to play some more oddball will be kick ass
If my post got read before, disregard it. For some reason, FH on my laptop didnt display any posts before post 11???
Sweet! Many thanks for making that footage. I'll see what I can do about the lifts in the bases, not sure what though, may need to make the bases quite a lot bigger if I need to accommodate stairs. Any suggestions? (sorry for not replying more quickly, but I've been preparing to go to Uni )
Dynamic. Love this map mate so just want to say thanks for creating it and good work. Aesthetically I think it's one of the best maps I've seen so far and I've downloaded a heap of them. If there are any issues at all I think it just suffers a little from dead-ends and general lack of flow. People have already mentioned the bases and they're one dead-end but the walkways to/from them are also limiting the flow around the main choke-point in the centre. Dont get me wrong. I think it's still brilliant and has a nice balance but I also think so re-working to open it out in key places could make it exceptional. With the bases I note that you can jet-pack on top of them (currently out of bounds) but that could be an area to expand them?