This is LAST HOPE, a map inspired by Rat's nest. The aim of the map was to make a map that felt like rats nest but offered a new and original layout. I've playtested the absolute **** out of this map (thanks to all at Satyros and Reaching perfection) and I'd say its as good as it's going to get. The bases are non-campable, spawn ganking is pretty much impossible and there is a good balance between infantry and vehicles. Here are some pics and vids. Nuff said. YouTube- BTB: Last Hope by MrSaddo‏ [bungievid]19110768[/bungievid]
Nice Map! This remind me of Rat's Nest as well. I love how you gave the rocket it's own little room (yet open) and I like the spawn area. Nicely done!
I'm not so sure about this one..It seems...VERY open. Note: I say "seems". That could just be the pics. I'll check it out for myself. I love the inspiration, as I can really see it. The buildings look good- alittle boxy(Lol), but good. I also like the color and there seems to be some creativity. Goodluck on future forges.
I like how this map has a simple layout, while still having that same "feel" as rats nest. It looks like a great map that always keeps you close to the action. Nice job!
All I can say is play it. Playtesting has bought a lot of very positive feedback. There is a level change in the middle section of the main road which greatly reduces LOS. Yes, there are some fairly long DMR LOS, but definitely nothing compared to some of the maps in MM. The boxy buildings are indeed boxy, but when playing at ground level, you don't really see it unless you spend the whole game staring upwards. It's there to stop J-packers getting into out of bound areas, but also serves to cut LOS across the map, limiting the number of forge objects seen at any one time, thus eliminating screen lag. EDIT: I've chnaged the link. Added one kill zone under the map to prevent HLG douches breaking the map.
I remember playing this in Godly Perfections' testing group some time ago and thinking "Holy **** I just found my new favorite BTB map." Everything about this map is finely tuned and balanced. I was especially impressed by the perfect harmony between infantry and vehicle combat. The folks around here may nag about aesthetics, but its gameplay that counts. Hope you can get this into matchmaking bro. This map is amazing.
It's just been submitted to CC so hopefully it might just make it. This is the third map I've had submitted (also had Troglodyte and Tyrant) but none have made it in to MM so far. Put a LOT of work into this one, including a full rebuild from scratch and a good hundred plus hours of playtesting. No screen lag, no discoing, no spawn raping, no base camping.... FINGERS CROSSED.
I was lucky enough to get a test play on this and really enjoyed it, I like the fact that the layout is simple and easy to get your head around so you can concentrate on the gameplay and the gameplay on this was great, I hope it does make it to matchmaking and keep the great maps coming :-D
You and your Big Team maps Saddo. It's clearly your forte, and I would love to see this map in Big Team as well as the rest of your Big Team maps. It would really help the playlist.
This maps is fantastic. In terms of criticism, until you've played a game on it, you really haven't got a leg to stand on. This one is all about the gameplay. Sure, it's got some lovely aesthetic touches in the central area and the inner corridors and it's very neatly forged. But it's all about the gameplay. This plays amazingly. As is usual with Saddo's maps, he manages to achieve an almost perfect balance between infantry and vehicles. The vertical variation around the edges of the map provide enough cover for infantry units to patrol without being DMR'd to death from a mile away. Most infantry-to-infantry battles tended to be fairly close-quarters or at least mid-range, with the corner areas and the power weapon locations providing enough soft cover to launch ambush attacks for teh lulz. Due to the clearly coloured areas, navigation is a breeze. And there are a number of ingenious little jump-ups and drop downs for getting out of sticky situations. Power weapon locations are cleverly thought out, offering substantial rewards for taking substantial risks. I commend you once again, Saddo. You are a king of cartography and should be recognised as such. Last Hope for MM!
Saddo you never stop amazing me. Why do I say this because there was no map in h3 I hated more that rats nest (well except snowbound) Mabye cause it was votes so much in swat, but I hated that map beyond reason. And you where able to fix everything I hated about that map (the pipe I hated that bang pipe so much camping up there zombies was unbearable so was swat) Look forward to playing this match making, but so help me if this somehow appears in swat I will swear so loud that you will hear it in the uk.
Although I haven't had the pleasure of playtesting this, judging from the video, pictures, and description this seems like a worthy BTB map. I'd love to play on this map and see the infantry-vehicle balance for myself. Still, the bases look really plain, especially from the outside. I know that "gameplay > graphics," but if you have any budget left, it surely couldn't hurt to update the bases with some nice aesthetics.
I agree, but its not a matter of asthetics, its a matter of the limits of forge. I'm right at the object limit of halo reach. Any more and disco-flashing would become an issue from certain parts of the map. Trust me when i say, there is a whole heap of beautifull touches I would like to have added. In fact I had to delete a heap of stuff for sake of performance. The previous version had about an extra 15 objects and had very slight discoing issues. Since I'm looking to get this into MM consideration (its already been submitted to the cartographers) I have to go 100% for performance. I'm sure you see the dilema.
I honestly think the map looks pretty amazing and I can tell lots of hard work went into its creation. I love that you added little hints and pieces of Rat's nest into your design, as I'm a big fan of that maps layout except for what was mentioned already in a previous post. Im happy with the results and I hope you keep improving on the design little by little overtime while awaiting the cartographer's and I really wish you luck getting this into MM reach could use more great maps like this. If you need any help testing or any forging advice send a friend request if you'd like GT: SilentRaine, I've always liked your forging style.
Yep was a lot of work. This is the second version. The first version lacked the elevation change in the outer road and turned the outside into across map DMR fest. There was no easy fix so I had to rebuild from scratch. I can generally throw a testing group together, but new friends are always welcome. I'll send you a FR
Oh, I see. Of course, performance should always be a priority, right up there with gameplay. Still, I can't help but wonder, if Forge had allowed it, the great aesthetics that would also come along with the great gameplay.
This is looking really good and my nomintiation this week. Very cleanly forged, everything looks smooth, I like the objects used, and it has a nice mix of outdoor play and well stuctured bases. A great remnant of rats nest.
Here is a new gameplay video that shows the map off much better than the other one. Thanks to DT192. Will also edit OP to include this vid. YouTube- BTB: Last Hope by MrSaddo‏
Nice gameplay. It looks like you really did draw a lot of inspiration from Rat's Nest while giving it its own unique feel. I take back what I said earlier about needing more aesthetics; the map seems to do fine without them when I see it from an actual gameplay perspective. Also, you do know that your annotation says "ASS" for Assault, right?