By thesilencebroken and shad0w viper. coming soon. Inspired by classic Halo maps like Damnation, Gemini and The Pit. Designed for use with custom classic gametypes. These are NOT the classic gametypes from Matchmaking, I have changed the traits. Screens:
Niace map good sir. Wish I could do a co forge, but all my friends on sexbox would probably spend most of the time slinging a grid back and forth and spawning all the vehicles underwater. *sighs
From what I can see from the pictures, the map is looking pretty sweet. Especially whatever is in the first picture. I've been a fan of both yours and Shad0w's maps in Reach so I'll definitely be keeping an eye out for this one.
The first picture is an octagonal central area, which has two floors. The top floor is just an outer ring to walk around and also houses the overshield. The bottom floor has a jump pad in the middle which allows for quick movement between levels. The second picture is viewing the central room from a neutral room that we call "Top Lift". The third view is the start view of blue team in their base. The map is symmetrical, so red base looks the same, only flipped. It is ideally meant for Slayer and Multi-flag, but the map is well suited for other gametypes like Stockpile, KOTH and 3-plots. and lastly, the fourth picture is a view of top center again, with the effects of overshield showing from the custom gametype. Thanks for check it out and I hope you all enjoy it when it's released.
looks really nice, but I would appreciate an overview or some explanation Also, the room in the first pic looks like a place for much action i like that moar plex EDIT: oh you just replied *read* EDIT 2: all right^^ this definitely IS a good room with much action, love the idea of the jump pad
It's the new classic gametype(s). Overshield causes players to leave behind a trail of flame when they move around.
@robbieagray; probably an overshield. They cause fire trails in the classic playlist. Out of interest, why are you utilising the classic gametypes, I personally find most games in the playlist grenade-fests, even on the better maps. The map itself looks interesting though, but I would worry about grenades in the enclosed center area.
Your concerns are well taken care of. The custom variants I use have been changed heavily from the ones found in matchmaking. I find that the tweaks provide the best possible gameplay that reach can offer. Matchmaking has 110% damage, causing grenades and the AR to be ridiculous. Our gametype has normal damage. Matchmaking speed is 120% speed, which is too fast and lacks control and precision. Our gametype has 110% speed, which is faster than default, but still has the precision and pacing that people have come to enjoy. Comparable to Halo 3. I recommend downloading all the gametypes and giving them a spin on your favorite maps. They really improve any game.
Attempting, but it may have to come down to 3v3. We'll find out over the next few days. If you're on and you see me on playing customs, I'll probably have it open.
I really didn't feel like 4v4s were too hectic. The spawn system kind of struggled a couple times throughout the game, but that should be an easy fix. To me, 4v4 felt right.
I'm going to go ahead and suggest changing the jump pad to a lift. I've found that having jump pads only work in areas that you can concentrate a little on hitting the jump i.e. not the middle of the map. The map does look really nice though. For some reason, most people haven't figured out that maps that look clean and simple are the best-looking maps.
I can definitely see Gemini in the purple octagon and I can see The Pit in the 3rd picture. Keep at it guys, looks really promising.
The gemini area wasn't even pictured, but thats still awesome 1. The jump pad did propose problems, as anticipated. However, it was because of the one way shield door. I took that out so that its just kinda like a jump lift now and so far it seems to be smoother. It'll be more like the Sword Base middle lift. Takes practice and thought to use as you want. The reward is in the practice. I don't design maps to be played once and have it all laid out. Bungie's maps all have the beauty of design start showing once the players are all familiar with the nooks and crannies. 2. I completely agree. "Aesthetic Beauty" should come from how the design flows and looks together, not random pieces you stuck there as randomly as you could. It felt more hectic than what I was looking for in terms of how it SHOULD play. I think that might change when players really start seeing the rewards of taking alternative paths and such. I fixed up the spawn system though, so I'll give 4v4 another round. Thanks for helping us Alpha test.