Kingdom

Discussion in 'Reach Competitive Maps' started by Sikamikanico, Jan 24, 2011.

  1. Sikamikanico

    Sikamikanico Video Team #corruptstaff
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    KINGDOM

    He who controls others may be powerful but he who has mastered himself is mightier still.

    4-10 Players.

    [​IMG]

    Hi Forgehubbers,

    Welcome to Kingdom. This map is my take on a classic arena design, in the hope that it will fill a much needed gap in Reach.

    VIDEO (For those that hate to read)
    Youtube

    A symmetrical map, Kingdom has been designed from the ground up for fast paced competitive play. The map has great lines of sight, using differing elavation to break up the battlefield.

    [​IMG]
    The middle of Kingdom - Rockets on top, sword down low.

    [​IMG]

    Here we can see the map from on high - colour coding each side of the map allows for easy player orientation.


    [​IMG]

    One of the corners of the map. Great to get out of a fight.
    ..or into one.

    [​IMG]

    Gold side - and a handy health pack. A needler hides behind the middle column.


    [​IMG]

    Green side - same here.


    [​IMG]

    Red Base. Also take note of the flag spawn.


    [​IMG]

    Same for Blue Base.


    Let me know what you think - sound off in the thread below!


    DOWNLOAD KINGDOM
     
    #1 Sikamikanico, Jan 24, 2011
    Last edited by a moderator: Jan 31, 2011
  2. bloody fetus

    bloody fetus Forerunner

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    it looks pro. its on my list. im short on halo friends and new to hub. if ur playtesting and need a player send invite. great work makes me angered by envy.
     
  3. iTz Longshot

    iTz Longshot Ancient
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    Nice map. Seems like an MLG style, which i love. The middle structure is really nice. I haven't used the "tunnel covers"(I that that's what they're called) but are you able to walk up the slopes? that kinda seems like overkill. The bases could use some work. Add some more to the "1x1 tall and thin" and you could have an even better look, and cover for the teams. Same thing with gold and green. Over all its really nice. great job.
     
  4. Sikamikanico

    Sikamikanico Video Team #corruptstaff
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    Thanks. Yes, you can walk up the slopes. It's not that big a deal. The map has been designed so that elevation balances out with LoS. You're difference in height gives you cover. I really don't think it needs any more columns sticking out anyway. But thanks anyway.
     
  5. nonpareil

    nonpareil Forerunner
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    This is a pretty big map for 2 v 2.

    I love the design and the different heights and angles to shoot a cross the map. I think it has plenty of cover to run behind. If there is to much people will just camp in those stops and not move around the map, to little and people will get spawn killed. Nice work I think it works great. Good luck in the tourney.
     
  6. Sikamikanico

    Sikamikanico Video Team #corruptstaff
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    If you could play Doubles on the Pit, or Construct or Citadel, then this is around the same size.
     
  7. Raulness

    Raulness Forerunner
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    This looks great. I haven't played it yet but it looks like it'll play really well for the tournament. Hopefully it's not so open that there will be spawn camping.
     
  8. Draw the Line

    Draw the Line Ancient
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    I'm quite impressed by this map sik. It's quite simplistic by nature but seems to have a subtle complexity as well. As many have stated the map certainly has an MLG feel to it, mainly because it is a symmetrical arena map, and just about any map in that genre can give players that "vibe".

    I'm curious though, in the video it shows the rocket spawning below, but in the photos it's spawning above. Which is the updated version? And what made you want to switch the two of them?
     
  9. Titmar

    Titmar Le Mar du Teet
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    had the pleasure of playing on this a couple nights ago with the CG guys,
    very solid map, i had a lot of fun on it. the layout is simple to learn, and the flow is good.

    i can see how this would be overlooked since theres no amazing standout visual flair,
    but the solid gameplay here is worth more attention than its gotten.

    great map man
     
  10. Erupt

    Erupt Forerunner
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    Perfect answer. My current Throwdown map feels a lot like Construct, just on a little bit of a smaller scale.

    Anyways, this map reminds me of the old MLG maps in layout, like Onslaught, Amplified, and my personal favorite, Lockdown. Lockdown, sadly, got little to no recognition for some reason. The weapons look fine, good actually, for the map. Although, since you submitted this to the 2v2 competition, I'd suggest lessening some LoS's. As team shooting is a big part of competitive 2v2's and can become extremely annoying and repetitive throughout the game. Especially with DMR starts and no sprint to avoid this. Although that could just be my opinion, I suppose.

    Oh, and just a though, I'd look cool if you lined the top of the outer ceiling of the map with the edges of a window coliseum. For more info on that, view Derezzed by Bleuprint, it has that look to it, I believe.
     
  11. rusty eagle

    rusty eagle Ancient
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    I played a game on throwdown on it and I've come back armed with feedback.

    First, the spawns need a lot of work. With the open lines of sight along the side, players are able to spawn and immediately shoot weakened players. That's rather frustrating. On one occasion I spawn killed an opponent who spawned less than ten feet from me.

    The map is a little bit too big and a little to open. I think you should tighten up each corner a bit and close off some lines of sight. It can take a while to get from one side to the other and it's very open. I'd suggest more structure to the map and less cover.

    The corners are a little bland, with some tightening up, it can be spruced up a bit.

    If you'd like, I could upload the game I played to my file share for you review. I'll have to make sure I've got it though.
     
  12. Sikamikanico

    Sikamikanico Video Team #corruptstaff
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    Hi guys, it's been a while since I checked this thread.

    The map has seen some revisions, so first of all, please see the latest version, which you can download from here.

    The good news is spawns have been revised and improved, the object count lowered, and in general she's all done. Thanks for all the feedback, although I've opted to leave the general geometry as is.

    @Erupt - I'm not going to add anymore to it due to framerate etc.

    @DTL - After playtesting, Rockets were moved up top and the ammo increased. It just felt right.

    :)
     
    #12 Sikamikanico, Jan 31, 2011
    Last edited by a moderator: Jan 31, 2011
  13. Mr GUINNESS13

    Mr GUINNESS13 Forerunner

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    It's rare that I'm this impressed, very nice work. 2 concerns. 1 The angled part for the middle of orange and green seems too short. maybe that's just me. 2 The flag placement seems odd. it's just for a level titled kingdom i think it could look better. And I'm sure if anyone can do it you can.
     
  14. Sikamikanico

    Sikamikanico Video Team #corruptstaff
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    The spawns have now been revised Rusty.

    With regards to the map being too big, perhaps, but then it was built for 4 v 4, I only entered it into the Throwdown contest for fun. I have no illusions about winning, and I'd rather have a great 4 v 4 map than anything else.
     
  15. Sikamikanico

    Sikamikanico Video Team #corruptstaff
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    Sorry for the double post, but this map is currently in matchmaking. Yay.
     
  16. 4shot

    4shot Bloodgulch
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    Is the one in matchmaking the updated version with "revised" spawns? Spawn killing is pretty common from the games I've played on this match. It would probably do you well to consult Stevo for improvement of your spawns. He's a master at that, and the maps I've played that he's made had near-perfect spawn systems.
     
  17. Skyward Shoe

    Skyward Shoe BTB Legend
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    I liked the map, but honestly lines of sight seemed too long too often. While some areas were nice, such as the cool sword curving hall, I was annoyed by the relative lack of mid-short range combat. While all maps have their own style, I felt there were just too many long and too few short lines of sight for my taste. Still, congrats on getting into matchmaking! You did a lot better than any of the first round entries.
     
  18. Dookie no Jutsu

    Dookie no Jutsu Forerunner

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    I played on this map in community slayer earlier this evening. I liked the map and it's open space. It's too bad that I don't have much more to add... I didn't get many chances to admire the scenery. It was my first time playing the map but I my first impression was good. Congrats on making it into the community playlist and good job.
     
  19. Frozenlynx

    Frozenlynx Forerunner

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    I have quite a bit to say about this map, and unfortunately not many are positive. I attributed my lack of enjoyment to a bad performance the first time around, but the proceeding matches in which this map was voted on were just not fun, even when having won 2/3 total games on it.

    First, the good: I like the simplicity. Simple, well-pieced together maps are easy to learn and generally avoid having any screen lag. From a Forging perspective, it's very well made. I respect the clean, smooth forging and lack of any noticeable bumps.

    However, from a game-play perspective...

    I agree completely with Flying Shoe. Having played it three times so far, I've found the lack of cover, long hallways, and openness of the center irritating as someone was ALWAYS shooting at me with a DMR at every turn. I often found myself in predicaments where my only chance for survival was to hope I made it around the corner in time. Even then, someone chillin' with his/her own DMR was right there waiting, or at least had me in their site lines from across the map.

    Jet packers were a constant annoyance on this map, even for Community Slayer where it's commonplace. When they get rockets, it was especially terrifying as there is almost literally no where to hide.

    Soft-kill zones should be placed across the entirety of map's open-roof area (I'm sure there is one, but it ought to be lowered a bit) to prevent JP spam and to prevent players from accessing the top of the struts in the center. A well-coordinated team can easily flank the other while one member pins them down from the high vantage point. Yes, they lack any cover up there if shot at, but it's not a far drop to the sword tunnel for a quick shield-recharge in an emergency.

    I know you've said you're not adding any more geometry, but it sorely needs it- most notably in the center. That, or things needs to be taken out and replaced with objects that provide more cover. Toss in those fixed/added kill-zones and this map could be a lot better.

    I give it a 3/10.
     
    #19 Frozenlynx, Mar 9, 2011
    Last edited: Mar 9, 2011
  20. Gazzaverage

    Gazzaverage Ancient
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    Tending to agree with the comments regarding lines of sight. Me and some friends did quite well on this map in MM, but we did so by essentially camping one corner of the map as a team, with 2 players looking down one edge and two down the other. when our formation was broken (usually by grenade spamming jet packers) it was really tough for the lone player to surivive longer than a few moments.
     

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