Hello ForgeHubbers! Thanks for taking interest in my first published map, and forgehub thread! Now, formalities aside, the map. Domed Gametype Specs- Team Slayer: 1v1s and 2v2s only FFA: Up to 5 players Objective: None supported (I will add if requested) Gametypes Options: I recommend precision weapon starts only, ie. DMRs, Snipers, Needle Rifles, etcetera. There are also weapons on the map if you prefer to keep the game more interesting. Weapons: -2x DMRs, 2 spare clips, 30 sec. respawn -2x Needle Rifles, 2 spare clips, 90 sec. respawn -1x Sniper, 2 spare clips, 150 sec. respawn -2x Frag Grenades, 30 sec. respawn -2x Plasma Grenades, 60 sec. respawn Download: Bungie.net : Halo Reach : File Details Mechanics If I do decide to upload/create more maps, one trait of mine that you will notice is that I like small maps. I like DMRs, Snipers, and, above all, a map that will reward a player who can use these weapons well. Domed isn't about getting an AR shoved up your ass, or constantly dying by campers. The map is essentially a medium-sized cirle, with natural cover and elevational changes. From 80% of Domed, you can see most of the map, and by process of elimination always know where your opponent is. This works well in two seperate, but equally important functions: there is little to no boring points of a match where you walk around looking for the other player, eliminating slow-paced gameplay. The other function is that most of the time due to the simplicity of the layout, players will know where the other person is most of the time, meaning that they will see eacthother at the same time, and like I mentioned before, I like a map that rewards a good player. The better player will always win a fair fight, right? Download: Bungie.net : Halo Reach : File Details Physical Attributes Domed's aesthetics play to both areas of people's interest in Forgeworld. Whether you like the natural aspects or the sharp-edged metal structure aspects, this map has both. So, take time to smell the flowers, jump on rocks (no climbing trees, unfortunately), or appreciate the modern forerunner architecture. YouTube - Halo Reach Forged Map: Domed, by RePLiiiCaTe ^Video in no way is either a good/bad testament to my personal skill level xD Download: Bungie.net : Halo Reach : File Details Thanks for checking out the thread, and download if you are interested! Miscellaneous credits: Thanks to SportyChit, vvpi iz ENvUS, OUNTAIN DEW, Tru Ha y n, for being the biggest contributors toward map testing. Thanks to Jared (gt: Mlg Boi Prayer) for his Official Seal of Approval on the youtube vid Thanks to Mike for being my headshot dummy in the vid (lol) Thanks to anyone who downloads, replies to this thread, comments on the video, likes, etc.
you say this and about camping but the middle area which i assume is the first picture is very open which will make that area a no mans land also the second picture is a prime area for ambushing and camping. basically if the opposing team catches someone there, theyre gonna die. id advise putting in some more top cover there to give people in the bottom a chance to live other than that perhaps make the big coliseum walls have something on them so its not to dull and the map should come out pretty solid nice work
This map has potential but... Cover- You have a lot of it in the back of the map, but in the front of the map near the yellow base there is virtually none. There is a sniper then a ramp straight up into a very campable area/snipers nest where they could pick off anyone wandering in the "no man's land" in the third picture.
In my defense, the map was originally built to house 1v1s, until I kept getting messages from friends who wanted to play, so I just quickly went into forge, edited the spawn areas a bit and put in more initial spawns. For the 1v1s, this was never a problem as anybody down there would only be there to grab the sniper, making it less convenient for said player to receive the only power weapon on the map. I never optimized the map for these extra players, which I should have done, and I honestly wouldn't have thought about adding the cover there if you hadn't said anything. So, thanks, and I will add the cover considering I get bored of my more recent creations-in-making. I really do appreciate the feedback. [br][/br]Edited by merge: In the forerunner base, I specifically aimed to combat that based on a very simple principle. Who doesn't want a sniper? Upon realization, players will try to attain the weapon as fast as they can, and rush the base. Now, due to the structural qualities of the base, there is nowhere to hide, except behind the small crates, which i have created a solution. The entire base was designed to punish camping players due to the angles at which grenades can easily bounce into every area of cover there. There is no ammo inside the base whatsoever besides plasma grenades, and is viewable by 95% of the rest of the map, effectively making it the most easily DMR-able area. Through testing I have realized that I needed to make the base less powerful, whaccomplishedwho has played so far agrees that I accomplished. I don't mind the theoretical problems, but please test the map first. Thanks for the input.