Forerunner City is the long-gestating standalone version of the city from my previously released minigame, Grand Theft Mongoose. It's a large-scale urban environment meant to recall Halo 2 maps like Turf and Headlong, but with an entirely new design and feel of its own. It's also the most ambitious map I've made in terms of gametype support - you can play every standard game on it including invasion. NOTE: I'm not including an invasion gametype here due to the rapidly approaching limits of my fileshare, but you can set one up yourself easily - just make it territories/assault/CTF for the three phases, with any loadouts you like. Basing it off the Breakpoint invasion gametype is fine, I would think. Weapons, vehicles and equipment - 2 sniper rifles - 2 rocket launchers (2 shots only) - 1 shotgun - 1 plasma launcher - 3 health stations - 2 plasma pistols - 2 machine gun turrets - 2 needlers - assorted DMRs, needle rifles and grenades - 1 revenant - 1 ghost - 2 warthogs - 2 mongooses Video YouTube - Forerunner City (Halo: Reach map) Screenshots Spoiler
Nice! This video is from yesterday's game right? Woo, im the only dino on red! (im A FREEKEN PANDA) Anyways, i loved the map and thought it was really nice. Streets seemed a lil too open, but, hey, they're streets. Loved the stop signs you had up... Oh yeah, Berb, that was my warthog sorry. hahaha. Oh and you saved me in that video when i was armor locking and you killed the guy in the doorway.
Yep, it's all from yesterday - I had played this several times before but this was one of only a couple games on the final version of the map. The streets are definitely open - I'm hoping to encourage people to stick to the buildings, use the side streets and back alleys, and move via vehicle whenever possible. If you think you're gonna charge down Main Street guns blazing, you probably will soon go out in a blaze of glory... or whatever the opposite of glory is. Let's call it stupidity. (Truthfully I would have loved to throw in a few pieces of cover in the streets, like the beloved TRUCK from Halo 3 forge, or just a couple wrecked vehicles... but sadly, Forge World doesn't offer me such tools.)
YES!!! i am in the video! it absolutely sucked when i got bertrayed by that warthog cuz i was on a killing frenzy. i must say the map has improved since the last time i played on it. still not really enough cover. because of this, sniper absolutely dominates which it showed in the vid (mehitting the guy through the locked elite around 1:45) also, im in 3 of the 6 screenshots
The tiny details on this are ridiculous (in a good way) Like the door handles, stop signs etc. Fantastic.
I had played the map once before yesterday's play session, but at one point I found myself running at a "door" that when i got closer i realized was not a door i could walk through. In other words, you fooled me, and I mean that in a good way, the structures are natural, and good looking. It was not all looks either, it played good as well, i felt like I was fighting in a city with buildings, side walks, bus stops, stop signs and sewers. The way the lifts are placed they look great, and really reminds me of a drain for water to flow into. I'm glad I was able to be in the final test for this yesterday, and thanks for the props in the video. In short, it looks good, plays good, you have my download and i look forward to playing on it again.
You did a great job with the city feel here. The little details are great especially for a city of this size and it is very playable and fun! Spawning on the street level while the other team had top control was the only real problem I had, but in the last session didn't really as noticable. Great map, and I'll definitely keep it on my hard drive! Oh, and thanks for the mention in the video!
YAY! Thats me in the gunner seat in the second pic. Whoever was driving drove us straight off the map. Nice post. I also love the stop signs and the man cannons in the drains.
Thanks guys, appreciate all the feedback! Hopefully that is the case - I added a few significant pieces of cover at street level after the first time we played it, trying to mitigate that issue. In particular I think the bus stop in red base and the 2x2 corner pieces in blue base should give players just spawning a place to duck behind and return fire a little bit. I also added a back alley way from red objective spawn to the sniper and turret area - that helps with CTF and assault games, but also gives red team a place to hide briefly, or get out of their own starting spawn area if they're being hammered there. In general the map is pretty open, which was unavoidable simply because of budget and object limits (unless of course I made it a lot smaller, which I didn't want to do). But I think careful use of cover and sticking close to buildings will make it quite playable, and our last test session really bore that out for me - some small adjustments made it a lot more fun than it was previously, and finally let me feel good about releasing it.