First things first, I would like to say that this is my first Halo:Reach map I have actually finished. The reason for this is because I worry too much about what might be bad about the map, or why people might not like it - so I've finally mustered up the willpower to throw it onto this site and see what you guys think. An overview of the map. I first began this map in a hope to create something that everyone would like. Personally, I felt that the default Reach maps weren't 'up to standards,' and as a result got thinking of an idea that would enhance map flow. I wanted something that would just work. So I came up with Threshold. One of the bases. Threshold is a symmetrical map and was inspired very slightly by The Pit - just like many other maps out there. I wanted to create a map where there were a number of pathways you could take to reach the other base, and various tactics you could use to get there. I feel I have achieved this quite well - there are many hectic battles at the start in a scramble for the power weapons and after that it's a constant fight to control the map. The sniper spawn. These spawns are in clear LOS of each other, so a hectic battle insues at the beginning of a game. But anyway, enough said. Please let me know what you guys think - it would be greatly appreciated! An elevation above the base. You can't stay here for long though, or you're flanked from the side. An Epitaph style platform with a Rocket Launcher on top. This adds danger to gameplay. This forerunner building houses a Concussion Rifle on the bottom floor - climb to the top to boost to the rocket platform. Weapons on map: 2x Spiker 2x Magnum 2x DMR 2x Plasma Pistol 2x Machine Gun Turret 2x Sniper Rifle 2x Needle Rifle 1x Grenade Launcher 1x Concussion Rifle 1x Rocket Launcher 1x Needler 6x Frag 6x Sticky Thanks for reading! - if you did...
I'd say that this is a very good map, considering it's your first one. You definitely pulled off the forunner look on the back building, in my opinion. I have got a couple of things for you, though, if you're thinking of doing a V2. Firstly, I think that the central bit is a bit too cramped, especially on objective games like oddball. You can get so much fire in there that not very many people would want to go down there for fear of dying, maybe? And secondly, I fell off the edge of the map. LOADS. Now I am jump-happy, and I know that the map is over the sea, but maybe having a couple of grav-lifts here and there may stop people falling off as much?
Thanks for the reply! Your feedback is really appreciated! To me, the central bit is just an 'easy-route' through the map. Note how there are no major weapons down there? That's because on objective games its the quickest route from one base to another, yet it is also the most dangerous. I wanted this to be incorporated into gameplay, however if others raise this issue also I may consider changing it. As I only have 7 grav-lifts left to place around the map, this wouldn't be practical. As well as this, I have put up railings around as much of the map as possible (enough so that I can only afford 9 more decorations) so there isn't much I can do about your 'falling' issue I'm afraid... But once again, the reply is really appreciated. Also, if anyone else is reading this I would love it if you would comment!
Kazerra this map is pretty good, especially for your first forge. I think you grasped the look of a couple halo 3 maps as you stated, and i reallly like the weapon placement on this map. Not too many power weapons and very fair. I have tried this map with neutral bomb, and 3 plots, with my friends 4v4 and it played really well, especially neutral bomb. I like that cool design in the middle, and i do agree with you when you said those bridges were only used to get to each part of the map and to objectives. The design of that back building is really cool, and overall the map is a beast. 9/10. only problems were some juggernaut spawning, and hectic gameplay in the middle. But from what i reada thats what you wanted, and hectic gameplay can be really fun sometimes. Great job keep them coming
Wow, I really appreciate this feedback! With the design of the back building, I actually got help from a friend - it was orginally a grotesque building made of 3x3 blocks and he said it looked horrible, so he gave me an idea for a Forerunner look and it worked pretty well! I'm actually really pleased with how it has turned out. I do agree that the spawns are a little off, and I did just try and spread them around the map evenly. By the way, if anyone is reading this and can help me to create perfect spawning geometry, please throw me a PM - I'd love it if you could help. I think I may expand the middle into a platform instead of a 2x2 block, as with an 8-man FFA I do agree that this would get too cramped too often.
Very nice forge! i like that really cool design in the middle with the attanaes, and the forerunner building does look very unique. i love how nothing on the map is tooo overpowring. The bases also look unique in a good way. Cant wait to see your next forges!
Thanks! I'm really pleased you like it. I did consider weapon placement a lot when making this map, and you can't stay in one particular area for the whole game. Anyway, thanks for replying and it would be lovely if other people would download and comment also!
Reply to Threshold Hey, i really like the map i have played it with a few friends and it played out really well, there was no bad camping spots or overpowered power weapons. I think the snipers are well placed aswell with no insta killing frenzy sort of things with it. Also there are no hot spots like Sword Base; the entire base is used well.
Hello, this maps looking cool! You have some nice aesthetic structures and I like the way its layed out. You have used colouring well. I would say from my experiance that there is a lot of power weapons that will effect gameplay. From my experiance and making maps scattered with power weapons. For a 4 v 4 there seems to be to many. Doesn't bother me but from learning I have found that less can be more. It will make more competitive battles for power weapon if there are less. But aesthetically looks cool and nicely layed out, nice forging !
Thanks, during the making of the map I strongly considered where people would have an incentive to move to. Hopefully this incentive is fuelled by the need for different power weapons and LoS. Now that you mention the fact about power weapons... I see your point. I may consider either lowering the clip sizes of the snipers (so they don't last as long) or completely scrapping one of the weapons. Thanks for the replies!
Personally for a 4 v 4 i would take most power weapons off. It can really have negative impact on gameplay it is good that you are concidering reducing the weapon count and amount of shells, also setting high respawn time can help and also not placing at start. Hope this is of some help to u. I do like the layout and aesthetics. Good luck in future forges.
I absolutely love that epitaph style platform, it will make for such interesting gameplay. I like the use of color on this map as well, some maps are bland and boring, but you've managed to make this one colorful and interesting. This is the first map of yours I've seen, and it looks really fun to play on. I hope you will post some more of your maps and show me and the rest of forgehub more of your creativity. Good luck on future forges.
the map looks interesting but with the long pathways and little cover the players will have a hard time...there are some nice aesthetics...the map also could use more pathways through the map not using bridges as the walkways and some more cover...the weapons seem fine but the sniper may be too much...
Thanks for all of the constructive criticism, guys. I really appreciate it! ^^ In 4v4 playtesting, the power weapons really aren't in use for a lot of the game. Sure, there's a rush for them at the start, but most of the ammo runs dry pretty quickly. I may consider revising them in future, but from the playtests the weapons seem fine. Thanks, I really didn't want to make my map an eyesore. I think the reason why it isn't bland is because there are so few gray walls. Your point about the long pathways is one of the reasons why I was hesitating to post my map on here in the first place. In actual fact, when there are 8 players no-one really has the chance to shoot cross-map, as they are mainly focussed on what is happening close-range. I have found during playtesting that accessibility throughout the map wasn't a real issue, as each path has it's purpose. I remember playing a 5-person FFA a while back on Threshold and, surprisingly, most of the action happened close-quarters. ____________________________________ I am currently working on a V2 of this map. The changes I have made are: - Snipers now only have 8 bullets each. - The centre platform (nearest water) is now larger. - Placed the spikers from underneath the health packs next to the adjacent wall. - Replaced the Concussion Rifle with a Health Pack. - Removed the Health Pack from the top floor of the Forerunner building. If anyone has any more suggestions for my V2, I will gladly consider them. I hope to get V2 published on this site as soon as I can!
This map looks like simplicity combined with some sweet aesthetic touches. Not sure about scrapping power weapons- I have played lots of maps that just seem dull because of lack of power weapons. Just lower the clip sizes- and maybe increase respawn times for them.
All of the power weapons are on a 180-second respawn anyway, which also only makes them spawn once at the start of the game in one-sided objective games (eg. One Flag). I'm not sure about the time for the Grenade Launcher though, it may be 150 seconds. But I do agree that maps with not many power weapons lack replayability. Thanks for your feedback.