Tryfecta

Discussion in 'Halo and Forge Discussion' started by Saizyn, Jan 12, 2011.

  1. Saizyn

    Saizyn Ancient
    Senior Member

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    Tryfecta is a map designed by myself and I Flatulated over the past two weeks. Taking inspiration from several of our fellow forge hubbers we set out to create a mid-sized map that was suited for FFA, 1v1, and 2v2. What we've ended up with, is for the public to decide. As of now, its available for download and heavy play testing, so I'll call this version 1.0.

    Important Info:
    Players : 2- 8
    Gametypes : Slayer, Pro, Swat, Headhunter, Oddball, KotH. All either FFA or Team.

    Weapons :

    1x Sniper Rifle
    1x Grenade Launcher
    1x Plasma Pistol
    1x Plasma Repeater
    1x Magnum
    1x Rocket Launcher
    2x DMR
    1x Shotgun
    1x Energy Sword

    Weapons are on 90s timers, with 0 clips. Except the Rockets which have 1 spare. PP and Magnum are on standard settings, since they are not out in the open and aren't a "power" weapon.

    In FFA the spawns are all neutral, so you never know where you're going to begin the match. Plenty of respawn points allow for safe spawning (we've only had one instance of spawning in a firefight, so far).

    For Team Games, both teams spawn in the mid-section, even distances from all power weapons and objectives. The map is slightly asymmetrical, so invariably there will be some argument over the better color to play as. Suggestions for solving this problem are welcome.

    NOTE ON FRAMERATE: The current upload version DOES have one area that has framerate issues. No matter what we've tried, we just can't seem to remove it. Its a small zone by the sniper spawn, and is only noticed if you are looking out of scope toward the grenade launcher spawn. We've done our best to remove all Z-fighting and framerate everywhere else on the map though. If you notice any, please let us know.

    Now for the good stuff, Pics!

    [​IMG]



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    This is my first attempt at a rendered video. BTW, there's no spiffy music.

    Here.

    Download this map from me over at B.Net.


    Please comment and let us know what you think.
     
    #1 Saizyn, Jan 12, 2011
    Last edited: Jan 13, 2011
  2. Inferi

    Inferi Forerunner

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    Your maps aestetics look very unique, and really makes it stand out from the others. Design wise, the map seems kind of linear from the pictures , player movement may be a little too predictable as a result, but in the video it shown to be much more open. That lift should be fixed though, lifts should be predictable and reliable, in that you shouldnt have to use it multiple times to go up.
     
  3. leegeorgeton

    leegeorgeton Forerunner
    Senior Member

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    The architecture on this map is very unique and interesting. Great job at creating something that doesn't initially look like all the rest. The map's vertical hub is great. Looks like it adds a lot of vertical combat that you usually don't see too much of.

    I really like your creative use of some of the forge objects, namely using the railings to form a screen lattice.
     
  4. Tedium

    Tedium Lead Writer
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    The aesthetics look fine, though I think the filter also adds to it quite a lot. Also, I can't really say I get much of an idea for the layout from the pictures, though the video really helps.

    The layout looks a little messy, though that might just be me. I love the no clips concept. I could imagine that it would make the game much more based on using whatever you can get, other than having a seemingly limitless supply of ammo anyway.
     
  5. Saizyn

    Saizyn Ancient
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    to Inferi: if you are referring to the covered jump shown in the video, and the player missing it.... That would be a relative rookie playing around while we were tweaking the other day. I've tested all rams in several situations, and have had at least six other players try them out, and noone has had trouble. I will take another look tonight and make sure nothing has been bumped though.

    EDIT: Retested all of the jumps again today. Looks like everything works well. Anyone who downloads and tests please let me know if there are any issues.

    to leegeorgeton: what you don't see well in the video is the lip that wraps around the highest ledge, inside the tube. Many shotgun/sword fights have occurred here, so yes... It's a haven for CQC.

    to tedium: my first game with the newest clip adjustments was today. The game went quickly, but there were a few shouts about not having any ammo. I've been debating on swapping a few weapons around, to add a different variety, but keep the clips at 0. The budget is shot, so i'm pretty limited. Suggestions?

    EDIT: Switched the AR with a Plasma Repeater. Same spawn time/clips. Moved the Plasma Pistol up to the forefront of the bottom level, should make it a bit more used/noticed.

    for everyone: thanks for the style points on the architecture, and overall design. We fought pretty hard with budgeting and aesthetics to get to the final version. The lattice window and office cubicle seem to garner a lot of attention with everyone... And honestly, they started as accidents. Looks like those early forging oopsies paid off.

    EDIT: Forgot to set team slayer spawns for red/blue. Those are fixed now, so your team gametypes should work fine. Gotta run a few more tests to make sure everything is in good place.
     
    #5 Saizyn, Jan 12, 2011
    Last edited: Jan 13, 2011
  6. I Flatulated

    I Flatulated Forerunner

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    #6 I Flatulated, Jan 14, 2011
    Last edited: Jan 14, 2011

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