Worship

Discussion in 'Halo and Forge Discussion' started by CrumblyGranny, Jun 20, 2011.

  1. CrumblyGranny

    CrumblyGranny Forerunner

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    Ok you heathens, I know you guys have been sitting around killing each other and it's been entirely too long since you've been to church. Now with Worship you can do both at the same time.

    Currently I've yet to do any real testing of this map. I'm not sure if it's quite done, I'm getting a bit of frame lag and even removed a ton of Windows and replaced them with Walls. Currently I've only got it setup for slayer games. I'm not sure how good Capture the flag would be on it as the two main bases are pretty close to each other with the majority of the battle field off to the side. I do wanna create my own game type called Angels & Demons where the two teams will be fighting for the control of neutral bomb probably. I've never made my own gametype though so I'm not really sure how to start.

    Weapon List Currently:
    x4 DMR 70sec 2clip
    x4 Needle Rifle 70sec 2clip
    x2 Needler 85sec 2clip
    x2 Sniper 180sec 1clip
    x2 Spiker 45sec 2clip
    x1 Rocket Launcher 180sec 1clip
    x1 Shotgun 100sec 1clip
    x1 Grenade Launcher 100sec 5clips
    x1 Concussion Rifle 100sec 1clip
    x10 Sticky Grenades 35sec
    x10 Frag Grenades 35sec
    x4 Health Packs

    I hope to get some play time on this sometime this week. Currently don't have it up on File Share as I don't think it's quite ready, but if I get some interest I might put it up for some more help testing.

    Did some reworking of the map. Here are a few shots of the more visible changes I've made.

    From this overview you'll notice I got rid of the sanctuary walls. I think all that glass was causing some framerate issues. Those issues have since been eliminated. I also shortened the length of the tunnels leading to the 3 room building.
    [​IMG]

    New view of the the balconies with the walls removed. There is still quite a bit of cover from the bases on the balconies.
    [​IMG]

    Relocated the man cannons in the back of the sanctuary to focus the attention more on the grenade launcher and concussion rifle located down there.
    [​IMG]

    Rocket Location
    [​IMG]

    Since I changed things up a bit, most of this pictures down here aren't entirely correct, but the basic layout is the same with only the some changes to the walls that used to box in the sanctuary.

    Sanctuary looking towards rockets at the alter. This is where you come out if you go down the tunnel in the 3 room building.
    [​IMG]

    Looking toward the sanctuary floor you can see the balconies on the right and left leading up to the 3 room building in the back.
    [​IMG]

    Overview Base Side
    [​IMG]

    Overview Opposite Base Side
    [​IMG]

    Diagonal overview
    [​IMG]

    Looking from base to top walkway toward opposite base. There are soft kill boundaries on top of the tunneled walkway as well as the top of the 3 room building. You can run around on top of them as long as you get back up on the top walk way in 10 seconds. I just didn't want people camping out on top of there.
    [​IMG]

    From the bottom of the main base there is a tunnel walkway to the 3 room building.
    [​IMG]

    From inside the 3 room building you can see the exits onto the sanctuary balconies
    [​IMG]

    Taking the tunnel in the middle of the 3 room building down to the sanctuary floor.
    [​IMG]

    Mancannons placed in the tunnel keep you moving right out into the middle of the room.
    [​IMG]

    Besides the shoot the only other ways down are jumping down from the balconies and other tactical jumps. There are also only 3 ways out. The most used will probably be the lift just in front of the cross when getting the rockets. This lift takes you all the way up to the top walkway. (I'd like to thank alreadyRogue for the idea of the cross lift and for helping set it up.) [​IMG]

    Coming out at the top walkway from cross lift. Pushing yourself forward has you land perfectly on top of the glass sail.
    [​IMG]

    The other two ways out from the sanctuary floor are two mancannons behind the last row of pews. These shoot you up to the opposite balconies.
    [​IMG]

    In the middle of the balconies there is some cover with spiker on one side and AR on the other. One frag and one sticky on each side.
    [​IMG]

    Shotty location toward the outside bridge opposite the bases.
    [​IMG]

    Snipers located on top of each base.
    [​IMG]

    There are some nice shortcuts for you jetpackers. I did notice the route I'm taking now from Red base to back bridges can't be done the other way around. The base is too far and too high to be reached from back bridge to red base. The blue side works both ways.
    [​IMG]

    Let me know what you guys think of it so far. This is only my second forged map, so I'm still trying to get used to things.
     
    #1 CrumblyGranny, Jun 20, 2011
    Last edited: Jun 22, 2011
  2. 4shot

    4shot Bloodgulch
    Senior Member

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    No offense, but this just looks like a badly designed version of Construct. For a second forged map, it looks to be a good effort, but I think you should get rid of the bridges, pre-made buildings, and decorative pieces and replace them with blocks. There seems to be a lot of pieces that are placed ineffectively throughout the map, such as the walls. There's too many of them placed in one spot, and it looks very bad. You should probably get someone to help you with this on Forgehub. I like the design, but the way you implemented it into forge isn't good.
     
  3. CrumblyGranny

    CrumblyGranny Forerunner

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    I don't understand what you think looks sloppily placed? Everything is placed with precision. The map was pretty meticulously made. I ran out of Blocks, walls, and decorations which is why some of it was done a little oddly...like the covers being used as the rear wall in the sanctuary.

    [br][/br]
    Edited by merge:


    4shot, I went through and fixed the frame lag. Removing the walls helped. I'm not sure I like how open it is now, but we'll see how that goes. Still need to do some play testing.
     
    #3 CrumblyGranny, Jun 22, 2011
    Last edited: Jun 22, 2011
  4. FaceMelterKitty

    FaceMelterKitty Forerunner

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    If your running into a shortage, dont try and use other things as filler, i.e. Covers being used indifferently, it only takes away from your potential gain. Instead incorporate it a in a different way, or in turn delete useless parts of the map.
     
  5. Audienceofone

    Audienceofone Forerunner
    Senior Member

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    So let me get this straight. Its a church... with rockets instead of a priest? I like it.

    I do feel like the map itself could use some work. I personally dont care for floating maps unless they are enclosed, and in this map you can plainly see your just floating around in the sky. You seem to know what you are doing, but I would suggest using less bridges, there are too many and I just dont think it looks good. Also, try building this in the Quarry, I think with a solid ground it might look better.

    This is a good build and it shows you have good ideas and know how to forge quite well, but I would work on using different pieces and next time make it look like your map is attached to something. The grassy plain of the Quarry, the Colosseum, or even just a rock wall off the side of a mountain.
     
  6. CrumblyGranny

    CrumblyGranny Forerunner

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    I actually like the look of the covers as the wall (They look pretty ugly from the back, but this can't be seen when you are playing the map.), but I understand what you mean and I did get rid of a ton of walls from the sanctuary and also reworked several areas with those walls to give myself some more blocks.

    Glad you like it. I think the idea is neat, but you're right the map could maybe use some work. I would like to get some gameplay on it the way it is though and just see how it's received. Eventually I'd like to make my own gametype (would probably like some help in this area if anyone is good with this type of stuff.) I'd love to have an Elites(Demons) vs Spartans(Angels) setup where the Angels fly (Jetpack) and the demons lurk around unnoticed(Invisible).

    I do think it looks odd just floating there too. For awhile I had the bases extending all the way to the water, but it was just too high up and looked weird. Plus, like with the back of the covers being used as walls, when you are actually playing the game you don't notice how odd the map as a whole looks with it just floating in the air. It's like a The Cage/Uncaged type thing. Though I guess that map does kind of connect to a cliff.

    It would be cool to see what it would look like in the Quarry/Colosseum. I wish there was a select all function so you could move the whole map as a piece. I would not look forward to having to mover or remake this map in another area.


    Thanks for the suggestion. I guess I have some more work ahead of me. I might see what I can do about relocating the map. I'd save it as a new map as I wanna see how it plays the way I have it now. If anyone is interested in helping me test just add me on XBL I'm on most nights from like 10-12pm central. GT is same as Username here.
     
  7. pyro

    pyro The Joker
    Senior Member

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    I feel like I would just start jumping off the edge for lack of anywhere to go besides forward and backward. Not just because I hate going to church.

    Just because you placed all the pieces precisely and so they line up doesn't keep a map from looking sloppy. People have gotten accustomed to a standard of using the patterns on objects so they line up too, not just the surfaces of the objects.
     
  8. CrumblyGranny

    CrumblyGranny Forerunner

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    There is more than just forward and backwards. There is three levels above the sanctuary that is off the forward backward area of the main bases. And I don't quite get what you mean by your second paragraph.
     

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