The Falls

Discussion in 'Reach Competitive Maps' started by Guaxy03, Apr 17, 2011.

  1. Guaxy03

    Guaxy03 Forerunner

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    THE FALLS


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    DESCRIPTION​

    The Falls is built with classic maps like Lockout in mind; clean and easily accessible, but much more complex and strategic for those who are willing to put in the time and effort. It is a medium to small sized map made for 4v4 Slayer, CTF, KOTH, Oddball, and FFA Slayer. The level's base is set on big rock structures shooting up from the ocean below. Rock spears ascend through the level, which lend to nice strategic rock jumping to get from point A to point B. They will become your best friends, so don't be afraid to jump. The waterfall accompanied with the cool, cove-like feel of the lower levels make for a very nice and serene adventure, but don't be fooled. This structure was built for one purpose only; carnage. There is beauty in death.

    This is me and my friend's first map ever. Hope you guys enjoy!​


    WEAPONS​

    DMR x2
    Plasma Rifle x1
    Plasma Pistol x1
    Plasma Repeater x1
    Needle Rifle x1
    Sword x1
    Shotgun x1
    Sniper Rifle x1
    Magnum x1
    Assault Rifle x1
    Grenade Launcher x1​


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    Hope you guys enjoy!
     
    #1 Guaxy03, Apr 17, 2011
    Last edited: Apr 18, 2011
  2. AtlasIsShruggin

    AtlasIsShruggin Forerunner

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    I like the map, however I do have a few critiques. The bottom floor's 'roof' is sometime so low it's a bit claustrophobic, with as many grenades are thrown around in reach it's good to leave the player some room to jump and try to minimize the damage. Also when you end a route with the closed off glass it seriously impedes the flow of the map, I hate having to double back after going for a weapon, you should give the player a route to continue on.
     
  3. Guaxy03

    Guaxy03 Forerunner

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    Thanks a lot for that. Glad you like it. I completely understand the claustrophobia sentiment. Me and my friend discussed that for a while, and even when we made the decision to leave it as is, it was a difficult one to make. We thought it would be a problem for the same reason you stated. In the end we decided to keep it because it almost made those short segments feel like a tunnel, leaving the player pretty well hidden. In a map that is pretty wide open, we felt it was a nice change.

    In regards to the closed off room, we chose that design in order to breed competition for the power weapon inside; the energy sword. Most people feel it is a bit over powered, so you have to do a little work to reach it. But, same as the last concern you pointed out, we had to think that over pretty hard.

    In the end, we're definitely open to make some changes. We're just waiting on a little more feedback before we start redesigning anything.

    Thanks a lot, though. Very helpful, and will keep it in mind.
     
  4. raptororieon

    raptororieon Forerunner
    Senior Member

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    i don't think you should make rooms that you can only get into from one way like that glass bunker but i like the map alot besides of that :D
     
  5. Guaxy03

    Guaxy03 Forerunner

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    Cool thanks =) Definitely considering changing that.
     
  6. rjnyam

    rjnyam Forerunner

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    Overall I think this map is pretty AWESOME!
    Things I like:
    rock structures through out the map, good for cover and short cuts
    the set up of highs n lows
    the weapon choices, great balance, no weapon is overpowering
    this map gives me a sense of my favorite maps, lockout and ascension

    This map is my personal favorite for ffa, but it still works great for things like Koth, CTF, and oddball.

    Bottom line this map is very well thought out, and runs smoothly. Oh and next time your on this map stop and take a gander around the scenery is fantastic!
     
  7. Guaxy03

    Guaxy03 Forerunner

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  8. AgentSquishy

    AgentSquishy Forerunner

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    This map feels like what Guardian wanted to be in Halo 3. It looks like a spiritual predecessor of Lockout on one side and Ascension on the other. Seeing as I loved both of those maps, it sounds good to me.
    I think it's well balanced for an asymmetrical map, without having to revolve around the power weapons or exact positioning. I think the rock spurs are the best aspect of the map.

    I was actually a bit amused by how direct some of the elements looked out of Lockout.
     
  9. Guaxy03

    Guaxy03 Forerunner

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    Thanks a lot. That statement about it feeling like what Guardian wanted to be is actually the best compliment I've received yet. Awesome. =)
     
  10. AgentSquishy

    AgentSquishy Forerunner

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    i've played on the map a little and wanted to bring up some constructive criticisms, i'm a little concerned about the playability in the middle because its got the little ledges between the up ramps, but you cant walk from them onto the ramps. i know its not a big thing, but it seemed like you really wanted the center to be a focal point for fighting with the cover and accessibility you gave it.

    additionally, the bases didn't seem exactly balanced to me, i don't know why but i think it has something to do with the rock structure blocking/allowing access to one, and the open window/drop-off in front of the other. i haven't played any objective based games on the map yet so i don't really know, you've tested it more than me but i just wanted to bring up my feeling.

    and you're welcome for the compliment, it really does feel a lot like it. so much so that i keep trying to do some of the old ledge jumps from lockout =P the rocks bring a lot of that old feeling to you map.
    and i keep finding new ways to use them, which is all kinds of fun
     
  11. Guaxy03

    Guaxy03 Forerunner

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    That's all great criticism. I'm very heavily considering addressing all of these issues and all of those presented by everyone else in the v2 of this map.

    I'm glad you liked the rock jumping, though. I specifically concentrated on making that very interesting. Halo jumping is one of my favorite sports, so I made sure to include it in the map and place extra detail on that.
     

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