Eulogy is a mostly symmetrical midsize map largely inspired by halo 3’s epitaph. It is has three levels, with an indoor cross-shaped chamber surrounded by outer walkways. The man cannons are intended to give a general clockwise flow to the map, although this is not dominant in most gametypes (think of guardian, it flowed every which way). The bottom floor is the most dangerous but also holds the rocket and most of the health packs. The top floor is made up of slightly thinner catwalks to counter the height advantage. The map has three main lifts from the bottom floor to the top, and a few interesting jumps thrown in as well. Attempts to cross over the top of the map will be met with sudden demise. One of the pitfalls of epitaph was it was hard to orient yourself with the uniform and symmetrical architecture, so I tried to add colors and some little details to make areas more distinguishable. It was my goal to make a map that was even more fun to play than epitaph was, so I hope I don’t disappoint. Pics from outside: Inside (obviously): Weapons (will detail later): Rocket Launcher, 1 spare clip Shotgun 1 spare clip Sniper rifle, 1 spare clip Grenade launcher Concussion rifle Plasma rifle Plasma repeater Plasma pistol Needler Needle rifle DMRs aplenty Magnum To this day I was still unable to solve the mysterious frame rate drop on one side of the map that did not occur on the other side while viewing the same objects (top green lift to orange lift but not reverse), even when blocking our background scenery and windows. That aside, the frame rate is pretty solid. The view from shotgun spawn to sniper side renders the most objects but the lag is very minor. I may remodel parts of this map in the future to try to reduce the minor frame rate problems for a V2 but I decided it was time to share it. Any and all feedback is much appreciated! Download Eulogy
I like the look of this map!! Alot of maps have too much complexity, too much effort always put towards diversity when its not needed in alot of cases. I like this map, ill say it again! It's solidly built, not too many pointless pieces. Just a simple, nice, aesthetically pleasing sturdy well rounded beautiful map. Sorry, bit hyperactive tonight. But yes, I like it, and I'm more then happy to say it deserves downloads. I myself will download it and check it out, and then, I'll see if i can get more information to you. Schools coming up so I'm a bit stressed but still I'll do my best. P.s. only thing i could really critisize if i HAD to would be lack of ummm, whats the word....intricate design. But thats what i was complimenting you on in the first place, so nevermind Great job
As soon as I saw the first pic I thought hmm, Epitaph remake? So its good the resemblance is there since that was what you were going for. I think the layout is great, and the symmetry with slight variations is also very nice. What I am concerned about though is how much more open yours is than Epitaph, you omitted the heavy duty columns that helped break lines of sight, and your hallways are shorter and wider meaning they are easily visible from more perspectives. I think this map would benefit from 4 monolithic columns placed at the corners of the center of the map to create some cover, and I would love to see inclines lining the bottom floor to create some interesting height variation between the doors and the floor.
Thanks, I'm glad you like it. It is more intricate that the pics let on. The ground floor may look a little bland compared to the rest of the map but I didn't want to spice it up too much and further jeopardize the frame rate. Based on your slightly mixed messages, I'm hoping you can give me more feedback once you download and hopefully play a game on it. I'm glad you could easily see the resemblance to Epitaph. I think you are right about it being more open, and I like your column idea as well. The map currently makes travelling on the outside safer but forces you into the risky center of the interior for power weapons and the most direct routes. That mechanic may change a bit by adding larger pillars, but it would probably help with frame rate if they are big enough to block out other objects from view. Unfortunately I built the map right over the water so lowering parts of the ground floor is not an option but perhaps I can add more ramps to the ground as it is. Epitaph forced players to go outside the map or use the lifts to go up the higher floors, but that doesn't mean I have to. Perhaps adding more indoor ramps would make the bottom floor less of a death pit and would also make for more vertically dynamic movement as well. Thanks, I will keep these ideas in mind.