Skyline

Discussion in 'Reach Competitive Maps' started by The Muppet King, Apr 2, 2011.

  1. The Muppet King

    The Muppet King Ancient
    Senior Member

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    Skyline

    Description

    An asymmetrical map I made in Halo 3. I changed very little since it played well anyway. Any changes where only made because the new forge allowed it. A noticeable difference between this one and its precursor is that this one is concealed inside rather than having ledges that lead to your doom. The theme is multiple routes: its hard to get away from an incoming attacker when there's about 2 other shortcuts he can take to catch-up. I hope you enjoy the map.

    Weapons

    3x DMRs
    2x Needle rifles
    1x Sniper rifle
    1x Shotgun
    1x Needler
    1x Grenade launcher
    1x Concussion rifle
    4x Frag grenades
    4x Plasma grenades

    Pictures

    [​IMG]
    From Blue spawn to middle

    [​IMG]
    Curve going to middle

    [​IMG]
    Blue spawn

    [​IMG]
    Middle

    [​IMG]
    Red side

    [​IMG]
    Shotgun room

    [​IMG]
    Bottom middle

    [​IMG]
    Another side of middle

    [​IMG]
    Under red spawn

    [​IMG]
    Red spawn

    [​IMG]
    Entrance to bottom red

    [​IMG]
    Another shot of red side

    Special Thanks goes to ShaDoWxMasSacrE
     
    #1 The Muppet King, Apr 2, 2011
    Last edited: May 2, 2011
  2. Eightball

    Eightball Forerunner
    Forge Critic Senior Member

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    Oh this is very nicely forged. I'm suprised there aren't more comments. This map looks cleanly forged, creative, and solid. I'm really liking the curved glass hallway. Overview of the map would help me to get a better understanding of the layout. Overall, very nice.
     
  3. Matty the IV

    Matty the IV Forerunner

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    Sweet forging sweet layout sweet map!
     
  4. anime halo

    anime halo Forerunner
    Senior Member

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    this map has nice aesthetics with alternating objects used although there are a lot of metallic objects but that is understandable because the type of map youve made...the objects are also nice becasue they are not all square but also rounded but this worries me because of me framelag...the weapons also seem that they may be overpowered but Im not sure....the multiple levels also can create a fun and interesting gameplay...nice map...keep it up...
     
  5. That Scorch Guy

    That Scorch Guy Forerunner

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    Application Review: Review Hub

    Enjoyment: Skyline plays very smoothly and enjoyably as a forge map and offers tense close quarters battles as well as ranged areas for snipers to find a home. Not only this, but the variety of power weapons allowed for some nice change of pace between firefights and the choice of weapons appeals to a range of players. The ability of this map to support many play styles and allow for each of them to be successful allows all players to find their niche on Skyline.

    However, nothing too unique stood out from a gameplay perspective which allows for the map to eventually get repetitive and lose some of its appeal. The backdrop and lack of easily identifiable objects around certain areas of the map, particularly the bottom areas, made orientation difficult for some players.

    Slayer seemed to be a strong suit for Skyline, as the game play was fast but not too hectic, and map geometry seemed fair and balanced, allowing for players to easily break any attempt at camping or spawn trapping.

    7.5/10

    Balance: Both teams have an equal chance of grabbing the neutral shotgun and sniper placed on Skyline and both weapons had standard spawn times and clip sizes. Each team has almost guaranteed control over either a concussion rifle or a grenade launcher, which seems like a fair trade-off. This would be the case, if it weren’t for the fast respawn time of the concussion rifle. While the asymmetric design and dynamic spawning does balance this for the most part, the concussion rifle side still proves to be dominant in the early game.

    One team is given the advantage of high ground at the start of the match, as well as easy access to the glass hall near the shotgun and a drop-down to the bottom level. This side seemed to have a slight advantage starting the match and took an early lead. As the game continued, the dynamic spawning left the sniper area, a dominant area more dependant on map control which is acceptable and actually added tactical aspect to the map.

    As far as asymmetric maps are concerned, Skyline provides a better than average balance. Certain aspects of the initial spawn locations were slightly unbalanced, but no location on the map proved to be too overpowering to the rest of the map.

    5.5/10

    Durability: Spawning on Skyline was hardly a problem. The tight, walled nature of the center of the map allowed for most spawns to be in a safe area out of a firefight but not requiring players to traverse the entire map to find action. No player ever spawned in a dangerous location during the course of the review session. As a fully enclosed, suspended map, Skyline is impossible to escape and abuse in that sense.

    A major problem encountered during matches was framerate. Cross-map lines of sight and the glass hall caused major framerate issues even without the added chaos of other players and explosions. Most of these issues could be easily fixed; the walls in the sniper area of the map could be replaced with more budget and piece-efficient objects as well as other locations around the map.

    The framerate problems on Skyline prevent it from scoring highly in this otherwise great category.

    5.5/10

    Aesthetics: Skyline offers a very clean aesthetic and uses the skybox and surrounding of Forge World to its advantage in areas like the glass hall. No Z-fighting was encountered by players, and the choice of objects to create certain areas of the map matched well to create a visually appealing space to play in. Many great views can be seen from Skyline, and even more internal areas of the map offer a very clean look.

    While Skyline had rather clean and artistic spaces, too many areas offered the same clean light gray, and made orientation, as mentioned before, difficult for some players. This also becomes a very boring backdrop in the center areas, where the only difference in some areas is a light gray wall or a dark gray wall. This was really only an issue in lower tunnels in the map.

    Aesthetics were obviously a major factor in the construction of Skyline, and the map greatly benefits from its clean look.

    8.5/10

    Originality: From a gameplay perspective, Skyline does not attempt to push the envelope with any new mechanic or unique twist. Skyline does gain from its clean look and simple but effective aesthetics that few maps can offer.

    5.5/10

    Enjoyment: 7.5 x 3.0 = 22.5 out of 30
    Balance: 5.5 x 3.0 = 16.5 out of 30
    Durability: 5.5 x 1.5 = 8.25 out of 15
    Aesthetic: 8.5 x 1.5 = 12.75 out of 15
    Originality: 5.5 x 1.0 = 5.5 out of 10

    Final Score
    6.6


    Notes: I am not yet a member of the RH, simply applying for a position. The map appears to be very sound and we had a lot of fun, but framerate cost this map some points for sure. Try making the walls and windows more economic, they can still be there and serve the same purpose, but help ease up problems with the framerate.
     
  6. SquidMan33

    SquidMan33 Forerunner

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    Okkay well Im going to say what it took Scorch199 to say in 12 paragraphs, in one paragraph. In all respect.

    Well, why don't we talk about the aesthetics. The curved walkway is clean but not original. But the bridge small above it adds quite an appealing look. Also the way you combined objects gave the map such a unique look. For example, the second image from the bottom showed a great use of the object Cover combined with the short ceiling somehow has a great look to it. I also like how you incorporated curved objects and glass into your map. The weapons do seem a little over powering. I would suggest choosing either only two, or only three.

    Oh and i noticed you haven't replied to any ones comments. You should really respond to people and thank them for commenting on your thread. But great job on the map.
     
  7. The Muppet King

    The Muppet King Ancient
    Senior Member

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    I'm not big on comments or replies, but I'll give it a try.

    In response to Scorch's review, it is exactly what I expected. This map goes way back from Halo 3 and it's nothing special, just wanted to bring back a personal favorite. I also tried to keep the aesthetics consistent so not to distract too much, and it would look messy if I was to say, place some stunt ramp somewhere: it wouldn't fit the look.

    I have never had a complaint about the weapons. Plus, the power weapons only spawn on team games, so sniper, grenade launcher etc , don't ruin FFA games.

    I would reply to everyone but, I won't. I would like to thank everyone for commenting and overall being nice.
     
  8. That Scorch Guy

    That Scorch Guy Forerunner

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    Don't get me wrong, the map was very good, movement and spawning were solid and honestly most of the problems simply stemmed from framerate. I'm keeping this on my hard drive even after the review, it is a great map!

    But still, I think I would change the concussion rifle spawn to about 2 minutes, as 30 or 45 seconds is simply too fast.

    Thanks for reading that review, glad it didn't go to waste!
     
  9. Dralthi

    Dralthi Ancient
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    Very cool map man. Looks like you put a lot of hard work into it. I'm loving the layout and the clean look of the map. It looks a little too "grey/metallic" but still looks like a very fun map. The curved wall is especially cool. I'll give this a dl and try it out.
     
  10. SquidMan33

    SquidMan33 Forerunner

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    Oh I see That definitely makes much more sense. I also like what you said about trying to keep the theme of objects in a map consistent. As to not distract from gameplay.
     

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