Riparian Riparian is a map I have begun work on based off of the idea that Forge World needed a bigger river. With no large river available, I decided to make my own by extending the inlet on the island around to the red side. The map has a feel similar to High Ground, working up from the low ground into the higher fortress. Flag in one flag will be in the room in front of the top defense base, with offense spawning at the riverboat down stream. The entire left bank of the river was constructed from rock parts, giving a terrain that Forge World has never seen before. I am hoping to get some general feedback before I post to the tester's guild (still accepting feedback), so ask me for more pictures if you need them. A Dl link is now available! Here are the pics, Tell me what you think! P.S.- 10-16 players optimal. Will eventually support all CTF, Bomb, and territiories !Now In Tester's Guild! This and the rest of my Great Outdoors Map Pack will be available soon. GOMP: Great Outdoors Map Pack -First Tracks - Invasion - Almost ready to post- Bungie.net : Halo Reach : File Details Gametype - Bungie.net : Halo Reach : File Details -Riparian - 1 flag and other asymm objectives - TG - Bungie.net : Halo Reach : File Details -Quayside - Symmetrical BTB games - Not ready yet - No Link Yet
I really like the idea of a central river. Some more pics would be cool, so I could get a better sense of the map. Really great idea, though
I love how this flows with the natural terrain and augments it to make something completely new, but the way you walled it off just looks disgusting. You should at least put the time into making the walls equal height or slanting them so there aren't abrupt changes in the height of the walls. If you want to cater more toasted asymmetric gametypes you could remove the walls around the lower base and move it out into the flat open space next to it that you currently have walled off. You could use asymmetric and symmetric labels to make most games primarily in the area you currently are using and move the spawn points and weapons etc. for assynetric games.
I will take this idea into consideration, though, I don't think I will add the extra section. The walls don't look nearly as bad from down in the map; I feel they create the canyon-river feel I was going for, and frankly I am out of walls. Not all are slant-able either because of angled corners where a slant would mean unsightly random corners sticking out; I did do this where it was not causing a problem though. I know you can't see the walls from any other angle here, but they don't look as bad while you are playing and really look more like cliff faces. That space you suggested seems like the glacial area of breakpoint to me: Great for invasion spawns, but besides that no one goes there. It would be a bubble on the flow of my map, meaning that once you went into it you just have to come back out, no route to bring the flag through and no attack route either, except possibly the cave, but I still don't like it. I may raise a few walls, but as I said before, slanting more will be impossible I think. Thanks for the constructive criticism though! P.S. I will have more pics when I post it to the TG.
Dude I love how this looks so far you should keep working on it! The sizes and looks of your maps remind me of COD maps for some reason...idk maybe that is just me but the buildings and the atmosphere just remind me of it.
Just to let you all know, this is in the TG now, so If any other members would like to test it go right ahead. Or if there is a testing session going on invite me.
This looks really cool. I like your use of Forge World's natural terrain. Ill try to test this for you sometime this week.