Arena, The

Discussion in 'Halo and Forge Discussion' started by Angel of Grief, Oct 2, 2010.

  1. Angel of Grief

    Angel of Grief Forerunner

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    "Surrendering is for cowards. Fight to the death and reclaim your honor."
    -Unknown Sangheili

    Right now this is purely a team slayer map. As new versions are released, the map will see more gametypes that are compatible with it. I will need anyone who is interested to help playtest. Right now there are the following weapons (+ one vehicle) on the map:
    1 Shotty; one extra clip; 45 second respawn
    1 Rocket; no extra clips; 80 second respawn
    1 Sniper; one extra clip; 60 second respawn
    1 Sword; 60 second respawn
    1 Needle Rifle; two extra clips; 30 second respawn
    2 DMR's; two extra clips; 30 second respawn
    2 Grenades; one of each; 30 second respawn
    1 Ghost; 90 second respawn

    I know that the weapons and vehicle are unbalanced, but all are candidates for removal; playtesting will determine which ones stay and which will either be removed or moved to a different gametype. Proceeding versions will see an update to the spawns, namely FFA neutrals, spawns outside of their respective bases, and gametype specific spawns.

    Overview: The roof will be replaced on the final version of the map.
    [​IMG]

    Blue Base: It's a little small and limited at the moment. Playtesting will determine if it's playable or needs to be expanded.
    [​IMG]

    Red Base: As can be seen, red base is much larger than the blue base.
    [​IMG]

    Ghost Mound: This is where the ghost spawns. The catwalk that is directly connected to this is also where the sniper spawns.
    [​IMG]

    Catwalks: These connect both sides of the map and connect in the rough center of the map at the site of the rocket spawn.
    [​IMG]

    Sword Platform:
    [​IMG]

    Shotty Tunnel:
    [​IMG]

    One final note: How can I make the teams switch spawns after a round, so that I can set up a gametype where each team has one round on each side?
     
  2. magicmike5462

    magicmike5462 Forerunner

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    i havnt played it yet ut two things i can see from some of the pics are:

    1. those catwalks look very thin, and i bet people will fall off alot.
    2. you have given teams to the respawn points and they are all in the bases so i think it will lead to alot of spawn killing
     
  3. Angel of Grief

    Angel of Grief Forerunner

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    The main point of the catwalks is to get to the rockets. Making it easier to fall and fail to acquire the rockets makes the rockets more balanced.

    Like I mentioned in my post, updated spawns will be place after the first bout of playtesting. I need to see how people get spawn killed so that I can make it more fair and balanced.
     
  4. Viet Honor

    Viet Honor Ancient
    Senior Member

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    Like previously stated, the cat walks are very thin. I actually made a map similar to this in Halo 3, and everyone ended up walking on foot rather then using the actual catwalks above them.

    If your map is slayer orientated then switching sides will be a little weird to implement(if possible) If it is more CTF based then the two teams switch automatically after a round has passed(for assymetrical CTF)

    If you plan on making this a slayer map, you need to somehow make it more balanced or the red team will end up winning everytime.
     
  5. Angel of Grief

    Angel of Grief Forerunner

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    The catwalks are actually harder to fall off of than one would expect. They may seem thinner than they are due to the fact that I had to zoom out as far as possible to see the entire map.

    The only way that I'm going to get it balanced to for people to help playtest it. Right now the map is v2.3. The transition to 2.4 is going to be quite large. The transition will include many fixes and changes.
     

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