Here is the culmination of far too much effort on my part with the help of Nutduster, Spartain G086, Iwillis, ProtoFury, and a few others along the way. This was my forgetacular effort that was extremely complicated and most likely more than I should have done on my second ever map. With that said I learned a huge amount about the forge engine and what can be done and fixes for lag and other various issues. The map went through 15 distinct variations, I got to the point where the first edition looks nothing like the final version. The original Idea was to make a vertical map that would be played with the red base on top and the blue base on the bottom. I have since realized that the project was to ambitious as the average player has difficulty with the z axis on a extreme scale. What this caused was the players to gaggle on one floor. What I did to combat that was delete several of the levels and work with the high traffic area and make that the center point. I created several avenues of approach to the high traffic area and embraced what the players wanted to do. I also added power weapons in several areas to entice the players to use the alternate paths. Below are some pictures to the map and a link to my file set on bnet. Bungie.net : Reach : Player File Sets
The map looks very impressive from the pics you've provided. I look at this map and see so many unique locations, but yet I can't figure out how they interconnect with eachother. So some more pics would be grateful.
Ill do a video fly-through tomorrow. It would be difficult to show you with pictures as there are so many unique areas that connect in unique ways.
You totally need some before / after pictures. I really love the journey that Suspension has gone through. There's so much win right here xD
I loved contributing to this map, even if it wasn't much. A lot of possible routes are crammed into a relatively small volume, so there's a lot of places to fight. (And everyone hates me when I get the grenade launcher.) I'm curious if the issue regarding the close proximity of the team's flags was corrected though; for Slayer games, this map is a blast.
This I also loved headhunter (my clutch Skullamanjaro still has a place in my heart) and stockpile on this map.
I look forward to Suspension V27. Seriously though, congratulations on finally bringing this behemoth in for a landing.
I am glad it is finished as well. I also posted Proteus with the video. Proteus is my 1 day effort and I am much more pleased with the work/result ratio on that one.