Enclosed V2

Discussion in 'Reach Competitive Maps' started by Gollygeeanelite, Oct 14, 2010.

  1. Gollygeeanelite

    Gollygeeanelite Ancient
    Senior Member

    Messages:
    797
    Likes Received:
    2
    Enclosed V2


    [​IMG]


    The Forerunners built this structure for communication and power. It now exists for a different purpose. For war. 2-8 players”



    Background Information:


    Enclosed has roots that go back to Halo 3. The design was the same for both maps, except this Halo Reach version is much larger and can actually support a more reasonable amount of people. I spent many hours on this map, not only because it was my first Halo Reach forge, but because I wanted to incorporate the game play that made the Halo 3 map so great.


    Weapons:


    Weapon Name//Number of the weapon //Respawn time// Number of spare clips


    Human Weapons:



    Sniper//1//100//1
    DMR//2//30//2
    Pistol//3//30//2
    Shotgun//1//120//1
    Assault Rifle//1//30//2



    Covenant Weapons:



    Needle Rifle//2//30//2
    Needler//1//45//2
    Brute Spiker//1//30//2
    Plasma Pistol//1//30//N/a
    Plasma Rifle//1//30//N/a
    Plasma Repeater//1//30//N/a



    -Equipment-



    Fragmentation Grenade//2//30//N/a
    Plasma Grenade//2//30//N/a
    Active Camo//1//120//N/a


    Overviews of Map:


    In order to get a better understanding of the map layout, I deleted the ceiling of the map and tried to get good sky views.


    [​IMG]
    [​IMG]


    These are good views of blue and red base from the sky. One of the changes I made that was significant from V1 was making the hallways wider. This is a great change, one that was apparent during playtesting because the gameplay improved.


    [​IMG]

    Overview from above shotgun spawn. This shot overlooks the courtyard.

    [​IMG]

    Top Screenshot of the Yellow Back wall. The back wall houses the sniper, a Spiker, as well as a plasma grenade with a pistol nearby.

    Map Screen shots:

    [​IMG]

    This is about what the initial camera loadout looks like. You can view almost all parts of the map from this angle.

    [​IMG]

    The new Caves are more spacious, allowing greater player movement

    [​IMG]

    After coming off of Red Caves ramp going up, the player sees this.

    [​IMG]

    Green Wall Corner, where the shotgun is housed.

    [​IMG]

    Purple Wall, where the Plasma repeater makes its home on the bottom and the Needle Rifle on the top.

    [​IMG]

    The greatly improved back wall, with new added aesthetics outside the map (As well as inside, note the benches).

    [​IMG]
    [​IMG]

    Red base and Blue Base. The Ramps leading up into the caves are no longer flanked with railings. They are more streamlined and have banks.

    *Action Shots are coming soon. I neglected to save the films for V2*


    I hope you take the time to download and explore my map with your friends in a custom game. Please enjoy the fruits of my labor and download.

    -So guess who
    >Map Creator
     
    #1 Gollygeeanelite, Oct 14, 2010
    Last edited: Oct 15, 2010
  2. Dulden

    Dulden Forerunner
    Senior Member

    Messages:
    205
    Likes Received:
    0
    Duuuuude... This map looks great. The aesthetics are beautiful and gameplay seems nice from the pics. Although the staring points seem a little open. And I reccomend adding more game types to play it on. Even if they aren't good.
     
  3. Gollygeeanelite

    Gollygeeanelite Ancient
    Senior Member

    Messages:
    797
    Likes Received:
    2
    Thank you for the comment. I am actually considering the possibility of adding Headhunter. But KOTH would be impractical because there could be only 2 hills and assault is pretty much the same as CTF. Infection would not work, no questions asked.

    The only possible gametype that I may incorporate in the near future is Headhunter.
    Thanks for the constructive criticism and I hope you give this map a try.
     
    #3 Gollygeeanelite, Oct 14, 2010
    Last edited: Oct 14, 2010
  4. PwnCakes

    PwnCakes Ancient
    Senior Member

    Messages:
    326
    Likes Received:
    1
    I liked this map since v1, and it seems a lot prettier. My only question is, why did you build this on the outlook?

    It seems like if you chose a random piece of natural geometry from the canyon, it would have made the aesthetic, and natural feel to this map a whole lot more appealing.

    Thanks for the updated version, Im definatly playing this on the weekend.
     
  5. Gollygeeanelite

    Gollygeeanelite Ancient
    Senior Member

    Messages:
    797
    Likes Received:
    2
    Thank you for downloading. I used the outlook because I wanted the surface to be completely flat like my original map. I didn't want hills preventing me from properly constructing the middle.

    I hope more people take an interest in this map. I did spend a great deal of time crafting it and playtesting it as well. I guarantee that you won't be disappointing by this map. Go ahead and give it a try.
     
    #5 Gollygeeanelite, Oct 22, 2010
    Last edited: Oct 24, 2010
  6. BuoyantPigeon

    BuoyantPigeon Forerunner

    Messages:
    22
    Likes Received:
    0
    Really like the look of the map, particularly the middle structure and the upper walkways. Weapons and spawns look good to me, seems like it would play really well - fast and frantic. Only issue I had was frame rate lag when looking through double windows, both in the walkway above each teams spawn and near bottom centre.
     
  7. anime halo

    anime halo Forerunner
    Senior Member

    Messages:
    291
    Likes Received:
    1
    the map looks good but it doesnt look very apealing and looks like many other maps Ive seen...this map needs something more to make it look better than most maps...everything looks like any other map...
     
  8. Gollygeeanelite

    Gollygeeanelite Ancient
    Senior Member

    Messages:
    797
    Likes Received:
    2
    Ouch. I Thought it looked appealing. I worked really hard to make it look good and accurate. I'm not sure what exactly looks bad about it. I wish you were more specific. Your statement is just too general...

    Yes, the frame rate does drop when looking through windows. That issue is bigger when you are forging. I actually did some tests on double windows and discovered it causes frame rate drops if you are real close to them and you look through them. Regardless on how many objects there are. I will consider replacing them in the near future. I'm glad you downloaded and tried it out. Thanks!
     

Share This Page