Snarl

Discussion in 'Halo and Forge Discussion' started by Drew Baye, Feb 15, 2011.

  1. Drew Baye

    Drew Baye Forerunner

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    "Snarl" consists of multiple levels of platforms and walkways built just above the water around a rock spire with tunnels cut through it at different levels. The map has both areas for close quarters combat and long lines of sight for sniping, and four man cannons positioned around the map provide quick transit from the lower outsides of the map to the central top platform.

    [​IMG]

    Here are some shots showing the upper tunnel...

    [​IMG]

    ...and the lower tunnel

    [​IMG]

    It's still a work in progress. If anybody would like to test it with me and provide feedback on weapon and frag placement, spawns, etc. I would greatly appreciate it.

    I'm "Drew Baye" on XBL and am usually on between 8pm and midnight EST a few nights a week.
     
    #1 Drew Baye, Feb 15, 2011
    Last edited: Feb 15, 2011
  2. Plasma Blades

    Plasma Blades Ancient
    Senior Member

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    Wow. Very maze-looking.

    While there is a certain art to incorporating all these paths into the map, I think you may have overdone it a little bit. It looks like a tactical team could spawn kill pretty easily. Since everything is so open, it wouldn't be hard for someone camping to get away from a single pursuer, but it would be hard for someone who just spawned to get away from 4 enemies. I would suggest enclosing some of the paths, or even making an entire half of the map in an indoor area.
    One thing I do like it the idea of multiple paths through the center structure.
     
  3. Drew Baye

    Drew Baye Forerunner

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    Thanks. Some of the lower tunnels have walls around them. We've only tested with up to 4 people so far, but with more on the map I can see the problems you mention being an issue.
     
  4. seredhras

    seredhras Forerunner

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    what are the shield doors for?
    and I only see one path through the middle and many around it
    having two levels will help immensely with spawning, but you need to make sure you can't spawn on the opposite end of a long open corridor/path as someone else (snipe/tower on the cage)
    you may want to enclose the top areas a bit or give a lot more cover if they are to be used to spawn (because spawning bottom sux)
    Like I said, the multiple levels should make the map play a lot better than one level because ramps and floors do wonders to block sightlines (sometimes)
     
  5. Drew Baye

    Drew Baye Forerunner

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    Shield doors were to allow the long sight line without allowing snipers to camp and pick off people going for the power weapons.

    Spawns are pretty spread out around the map, but not in the middle since I didn't want to give anyone an advantage spawning right by the shotgun or rocket launcher. I really need to upload tonight and test with 8 people in FFA and team slayer to know how to best tweak it.
     
  6. deathangle

    deathangle Ancient
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    this Map looks realy good. I tried to make a map like this once and i must say you did a great job of getting all the routes nice and neat. when i done the routes were just horrible they didnt flow right and made it hard to navigate the map. (needless to say i scrapped that map and added it to the ole experince book.)

    Btw im Down to help test out your map.
    GT =XGsChronicsBest
    I dont have a mic so if that is an issue for u i understand.
     
  7. thesilencebroken

    thesilencebroken Jill Sandwich
    Senior Member

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    Not knockin on your skills, cause it looks like its built fine, but this is everything that is wrong with user made content to me. Bridge pieces are for connecting areas, not building a whole area. You need the build AREAS to fight in. This map has no dance floor. Nowhere to fight.

    Really think about designs before building them. I'd like to see what else you can do.
     
  8. Drew Baye

    Drew Baye Forerunner

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    My wife is dominating the TV with the Xbox so I won't be able to upload tonight, but will tweak and put it in my fileshare tomorrow. Thinking I might end up treating this as a rough draft/learning experiment and redesign/rebuild based on feedback and testing.

    We've been having a lot of fun on it doing split screen FFA here, but tweaking is definitely still in order.

    TheSilenceBroken, your comments are noted; need more "dance floors". My personal preference for maps is actually very tight, close quarters "kill house" type maps (ALA the old Rainbow Six games before Ubisoft bought Red Storm and totally ruined the games) but if I rebuild I'll expand on the larger areas.

    [br][/br]
    Edited by merge:


    If anyone is interested in trying it out, I uploaded it at Bungie.net : Halo Reach : File Details

    It only has spawns for FFA at the moment, and there is still tweaking to do, so I would greatly appreciate any comments or suggestions anyone has after giving it a spin.
     
    #8 Drew Baye, Feb 18, 2011
    Last edited: Feb 18, 2011

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