Remake Complex

Discussion in 'Reach Competitive Maps' started by Skarrow, Nov 8, 2010.

  1. Skarrow

    Skarrow Ancient
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    Complex (GoldenEye)

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    So, for my second map I will be uploading to the Halo Reach forums I decided to remake an old classic. If any of you ever played the multiplayer on either GoldenEye or Perfect Dark for the nintendo 64 back in the day you probably remember this map. I remade it while running my nintendo 64 so I would say that the recreation of it is pretty accurate. It has been tested and plays fairly well but the real value in the map is the nostalgia factor.

    The only differences you will find in the map is that there are no more hiding spots in the walls, you can walk through the pillars in the pillar room (they are holograms)[​IMG] and there is 1 winding corridor I simplified to just a doorway. These changes were only made because, 1) It affected gameplay negatively and 2) I was too lazy to put them in XD. I am sure you would all be happy to know though that I did add in the secret vent :)



    WEAPON LIST
    2 DMR- 30 SECONDS
    2 NEEDLE RIFLE- 30 SECONDS
    2 PLASMA PISTOL- 30 SECONDS
    2 ASSAULT RIFLE- 30 SECONDS
    1 SNIPER RIFLE- 120 SECONDS
    1 ENERGY SWORD- 120 SECONDS
    1 CONCUSSION RIFLE- 90 SECONDS
    4 PLASMA GRENADE- 10 SECONDS
    4 FRAG GRENADES- 10 SECONDS


    SCREENSHOTS
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    DOWNLOAD HERE
     
    #1 Skarrow, Nov 8, 2010
    Last edited: Nov 11, 2010
  2. Decadence Night

    Decadence Night Ancient
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    I think your 2nd level is way too high, and that makes the ramps leading up to it way too steep. Other than that, it looks great.
     
  3. Skarrow

    Skarrow Ancient
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    no way go look at videos of the original map all the ramps in the original are that steep
     
  4. PacMonster1

    PacMonster1 Senior Member
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    Remember you posted this in the competitive map section. If you want to go for picture perfect accuracy than this map would be better suited in the casual map section or possibly even aesthetic maps. But in this forum maps need to play well. So if some concessions to remake accuracy need to be made to make the map play well than that is what needs to be done. I don't know how these steep inclines affect play but just saying, something to consider.


    edit: Just saw your youtube video. There is quite a bit of z-fighting (flickering) going on in your map. While this isn't a huge gameplay deal, it is an aesthetic thing that would make your map better overall if all the z-fighting was eliminated.
     
    #4 PacMonster1, Nov 9, 2010
    Last edited: Nov 9, 2010
  5. Skarrow

    Skarrow Ancient
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    these are valid points you bring up. Although I was attempting to make it as much like the original as possible I kept a steady idea in mind that this map will be made for competitive FFA. I was contemplating putting in in casual maps but this map plays very well with slayer and king of the hill so I thought it would be better to post in competitive.
     
  6. Decadence Night

    Decadence Night Ancient
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    ok, I'll take your word for it. I haven't played it in a while, but I just don't remember the ramps being at 45 degrees. Even if it is accurate, I don't think ramps that are that steep work very well in Reach. That's my opinion, at least.
     
  7. Marcass2021

    Marcass2021 Forerunner
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    did you get all of the secret rooms?... those were the best part of complex
     
  8. Skarrow

    Skarrow Ancient
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    No I didn't. Like I said in the description, the secret rooms would just take away from the competitive aspect of the map. Download it and check it out for yourself though I'm sure you would like it if you enjoyed the original :)
     
  9. General LiWar

    General LiWar Forerunner

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    It is unfortunate that the secret rooms aren't there, but to put to rest this 45 deg angle thing, I tried it out and you don't lose any momentum going up them, so it shouldn't have any negative impact on gameplay.

    One thing to think about is if you put a bunch of capture plates merged together where the secret vents are, it makes a phony wall

    Awesome job by the way.
     
    #9 General LiWar, Nov 10, 2010
    Last edited: Nov 10, 2010
  10. Larsamin

    Larsamin Ancient
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    Downloaded this map a couple days ago. I didn't have much expectations but holy you did a good job man. It looks just like the original, plays like it too (in a strange sense)
     
  11. Marcass2021

    Marcass2021 Forerunner
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    a lot of the rooms are too small, and the second floor isnt too high.. the ramps are just too steep because the rooms are too small! lol
     
  12. Skarrow

    Skarrow Ancient
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    Which rooms are you talking about? While forging I made sure that the whole map was equal in size to the original. The only room I can imagine that you're talking about it the pillar room, which is a pretty useless room anyways.
     
  13. Kitchener Kobra

    Kitchener Kobra Forerunner

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    everything looks dope to me. Downloading now! for once a map that the dull boring forgeworld greyness can work with lmao! but do those holagram pillars actually show up? cause i thot they only showed up in forge editing?
     
  14. Marcass2021

    Marcass2021 Forerunner
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    I Dl'd and the layout is almost right, but a lot of the rooms are too small. like the middle room with the balcony aroudn the whole thing.. and the pillar room, i dunno i just think they need to be bigger. i dotn think the second level is too high like other people. i think that since the roosm are too small you had to scrunch the ramps.. some of the doorways are a pain to get through.. i would add the secret rooms, using capture plates as the doors, because you can run through them.. you have the budget make real pillars in the pillar room.. or not.. just what i think would boost the map.
     
    #14 Marcass2021, Nov 16, 2010
    Last edited: Nov 16, 2010
  15. yomilo

    yomilo Forerunner

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    I played this map Using "N64 Classic" Gametype... it was a bomb... but playing on facility is better... I dunno who made the facility I played though... but i LOVED this COMPLEX
     

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