MLG MLG Trepidation

Discussion in 'Reach Competitive Maps' started by namebrand, Dec 1, 2010.

  1. namebrand

    namebrand Forerunner

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    Trepidation v3.0
    Mind the gaps.
    Youtube
    Objective:
    Trepidation has been in the works since the release of Halo: Reach. My goal in creating this map was to build a map that played and felt like a Halo map rather than like a forged Halo map. I drew influences from map design in each of the previous Halo games. This map is unlike any forged map I have seen yet, in regards to the use of elevation and height as well as the general style of the map.

    Layout:
    Trepidation is an indoor symmetrical 2 base map. It is room based and contains 6 rooms in total. There are two bases, two upper rooms, a middle room with an overhanging platform, and a lower room. Each room is connected by ramps, walkways, and hallways. It was built in Forge World's coastline area. The middle of the map was forged to include openings into the water below. Trepidation is similar in size to Beaver/Battle Creek.

    Features:
    -This map contains no pre-fab pieces, except when used for decorative purposes.
    -There is no apparent z-fighting.
    -There is no apparent framerate lag in full screen or split screen (has been tested in a 4v4 game).

    Playable MLG gametypes:
    -Team Slayer
    -Capture The Flag (multi flag only)
    -Neutral Bomb
    -Territories

    Weapons and items:
    -4x DMR
    -4x Needle Rifle
    -2x Plasma Pistol
    -2x Magnum
    -2x Sniper Rifle
    -1x Rocket Launcher
    -1x Shotgun
    -4x Plasma Grenade
    -4x Frag Grenade
    -2x Jetpack
    -1x Evade (only on TS, CTF, and Territories gametypes)
    -3x Health Packs

    Screenshots:
    [​IMG]
    -The middle of the map. This is also the starting loadout camera.

    [​IMG]
    -The middle of the map from rocket side.

    [​IMG]
    -Blue base.

    [​IMG]
    -Blue base.

    [​IMG]
    -Blue base.

    [​IMG]
    -Blue base.

    [​IMG]
    -Rocket room.

    [​IMG]
    -Blue "dining room" that connects each base to the upper shotgun platform.

    [​IMG]
    -A view down "pistol hall" that connects each dining room to the upper shotgun platform.

    Changelog and Notes
    Version 3.0 released 12/24
    Version 2.0 released 12/1
    Version 1.0 released 11/21

    Changes made for v3:
    1. Widened all skinny/connecting hallways for more breathing room. The width of each perpendicular connecting hall has increased from 1 unit to 1.5.
    2. Widened ramps from main level of bases to the dining rooms.
    3. Widened dining rooms by a slight margin to accommodate for changes #2 and #3.
    4. Increased the size of the main level middle room by roughly 1.6 units to allow for more playspace and dance floor.
    5. Improved respawn system. There is a weak respawn zone encompassing the entire map, a regular respawn zone for each team's half of the map, and an anti-respawn zone on each half of the map to prevent respawning on the wrong side (blue anti on red side, red anti on blue side). This system appears to work more effectively and less predictably than the previous respawn system did.
    a. Moved some respawn points around to accommodate for changes #2 and #3.
    b. Removed all respawn points located in the middle room
    6. Moved struts in rocket room to allow for more breathing room and decrease ease of falling off map - they are now closer together and hug the middle ramp. They no longer stick out into the floorspace of the rocket room.
    7. Added a column on each side of the top of the ramp from middle room to rocket room.
    8. Added short railings at the top shotgun platform to decrease ease of falling off map and slightly contract the high-to-low LOS.
    9. Changed the locations of the jump pad and jetpack pickup pad. Jump pad is now located near the hall to rockets. Jetpack pickup pad is now located by the flag spawn, underneath the upper walkway to dining room.
    10. Replaced the 1x1 block in the very middle of the map with a 3x1 block, it is no longer necessary to jump onto the middle block to grab evade or the bomb.
    11. Made a few minor decorative revisions.
    12. Tweaked the location of some DMRs and NRs; they are still all located in the same area but on different walls, etc.

    Changes made for v2:
    1. Base layout has been redesigned to provide purpose to the upper levels.
    a. Turned "top tower" into a platform overlooking the entrance of each base.
    b. Changed flag / initial spawn platform to be accessible via ramp from every angle.
    c. Removed steep ramps and added ramps that exceed no greater than a 27 degree angle.
    d. Lowered height of sniper perch and upper part of base to be equal height to the shotgun platform and dining room walkway.
    e. Added a "jump pad" enclosed lift that allows for easier vertical transportation.
    f. Added a "jetpack pad", identical to the "jump pad" but it holds the jetpack instead of an enclosed lift.
    g. Walkway from base to dining room is now less open.
    h. Tweaked base spawns.
    2. Added "corner wall" cover to each side of the rocket room to make room less bare.
    3. Tweaked spawns in rocket room.
    4. Changed shotgun extra clip size to 0.

    Feel free to add me on XBL to test, but be warned that I can be very unavailable sometimes. Besides forging, I spend a lot of time goofing around on Reach with my local friends and getting competitive games in with my other friend and GB/MLG teammate. So if you see me online, it doesn't necessarily mean I can play. The best thing to do is ask me if I'm free or when I'll be free next. GT: NamebranDDDDDDD

    *Not associated with the Halo PC Custom Edition map of the same name*
     
    #1 namebrand, Dec 1, 2010
    Last edited: Jan 19, 2011
  2. Captan Spudsy

    Captan Spudsy Forerunner

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    Wow... Nice job man! It looks like Damnnation, Chill Out, and a little bit of Lockout combined into a map of uber awesomeness. You, have my DL.
     
  3. namebrand

    namebrand Forerunner

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    Thank you kind sir :) If I may ask, what part of it reminded you of Lockout? I've heard the Halo CE comparisons but hadn't heard anything about Lockout!

    [br][/br]
    Edited by merge:


    Just updated my post to include a thumbnail, not sure why the thumbnail didn't show up when I originally posted this map.
     
    #3 namebrand, Dec 3, 2010
    Last edited: Dec 3, 2010
  4. Bleuprint

    Bleuprint Forerunner

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    I'm liking the look from the vid and shots. Gonna dl this and hope it plays as well as it looks. I don't see a lockout look to it at all but maybe I need to do a walkthrough.
     
  5. namebrand

    namebrand Forerunner

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    Let me know how it goes! I've gotten a ton of feedback regarding the look of the map but not nearly enough regarding how well it plays. Feel free to send me a friend request on XBL: NamebranDDDDDDD (7 D's).
     
  6. namebrand

    namebrand Forerunner

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    I finished a v3 (MLG version, non-MLG coming soon) of my map a few weeks ago, but never got around to updating the original post here until today.

    In the new version there is some slight framerate lag in split screen when looking out from the flag spawn. I have begun testing to isolate the cause of the framerate lag and fix it if possible. I'm hoping to have a v3.1 of my map out within a week or two.

    After v3.1 MLG/non-MLG is released, I am done with this map. I have spent many hours on it and am ready to move on to my next Forge project. The next project I have in the works is going to be a room-based asymm, and I am very excited to start work on it. If everything goes well, it will greatly surpass Trepidation in aesthetics, gameplay, and object coordination. My goal is to have it done by March 1, so keep your eye out for a post by me around then.
     
    #6 namebrand, Jan 19, 2011
    Last edited: Jan 19, 2011
  7. RichIBuildJumps

    RichIBuildJumps Ancient
    Senior Member

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    This looks reallly good. Loving the unique design of the individual rooms and yet keeping the symmetrical part of the map intact.
    My one query is the weapons, do all the grenades, shotgun, rockets & two snipers not make this a little overkill? If it is only sized similar to battle creek?
    Looks very goooood though
    x
     
  8. Prometheus

    Prometheus Forerunner

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    Map looks awesome! Will definitely download.
     
    #8 Prometheus, Feb 9, 2011
    Last edited: Feb 9, 2011

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