TESSERACT... So yeah... Idk there's not much of a story behind this map... I wanted to make a close quarters map but still with some nice sightlines; this is the product. It's extremely linear gameplay; symmetrical as well. The center hub is docked down considerably so anybody in it won't just be a sitting duck. There are teleporter rooms on every side of the map, with the ports being linked so that if you are longitudinal, you will be latitudinal, and vice versa. WEAPON SPECS: 4 DMR (45 sec rpsn) 2 Needle Rifle (45 sec rpsn) 2 Mags (30 sec rspn) 2 Plasma Pistols (30 sec rspn) 2 Shotguns (120 sec rspn) 2 Grenade Launchers (90 sec rspn) 1 Rocket Launcher (180 sec rspn) 2 Repeaters (30 sec rspn) 2 Needlers (45 sec rspn) 2 Sniper Rifles (120 sec rspn) 2 Frags (30 sec rspn) 6 Plasmas (30 sec rspn) All of the weapons aside from the rocket launcher and grenade launchers have 2 clips of spare ammo. The rocket launcher has only 1, and the grenade launcher has 3. PICTURES: Center hub has a rock in the middle to provide cover. cross-section of map is very DMR and sniper friendly. The Red base; Blue base is the same. Sniper posts for each base. Both posts are in each other's sightline. Teleporter rooms on each side give the map a "roundabout" feel. Intermediate bases. Grenade launchers located at intermediate bases. FINAL NOTES: I hope you give this map a dowload, test it out, and have as much fun playing it as I did making it. I spent quite a bit of time placing specific marks and other objects to help maintain player orientation. This map has been tested extensively, and I've never had a complaint from somebody saying they found it hard to orient themselves. SPECIAL THANKS TO: Llib Setag Virtus Vero Knightofsilver KatieRatio Uleris Alphafraggle Cmurph2892 npballa92 And as always, any feedback on this map, or ideas for new maps are more than welcome. Thank you for your time.
So, you have submitted several maps yet only have ten posts, I find that interesting lol. Anyways, I guess I will be the first to submit a reply. Overall that maps seems pretty good. There are several different height variations which break up LOS, which is always a plus. I felt like the map layout itself was easy to understand. I would say my biggest complaint might be the teleports. I have not been able to get a game on this yet, but I feel like they could disrupt the flow of the map, especially in objective games like flag or bomb. I could see almost everyone taking that route because it basically brings you straight to the enemy base. Other than that it seems like an interesting map, and I am really liking the grass/rock center surrounded by bridges.
yeah, I signed up not too long ago and have been dumping out all the maps on my hardrive. Thanks for the feedback
this looks really cool. you have come up with some really neat ways to use pieces in different ways to make textures in new places... if that makes any seance at all. anyway sweet map.
Tesseract Summary of Gameplay Enter Tesseract, and after a short walk around, players will find themselves to be residing in a large square. Height variation is only evident in few places, those examples being small indents that are intended to spruce up movement and provide cover. Unfortunately, these efforts alone do not entail such results. Players in possession of a DMR will often be found sitting in a safe corner, making full use of the many cross map lines of sight trying to peck at enemy shields from a distance. On the flip side of that, the haphazard cover placement and odd angles allow for players with an affinity for melee and shotguns to utilize their favorite tactics. It sounds like a setup for a variety of combat styles. However, too many tactics thrive on Tesseract that can grind gameplay to a halt. Balance/Durability/Aesthetic Enjoyment Tesseract’s symmetric play space gives both teams an equal chance at victory; this cannot be disputed. What could tip the balance is the extreme benefits of certain areas of the map, such as the sniper spawn. Both teams have one of these areas, but both of these locations provide too much benefit as opposed to the rest of their side. Locations such as this exist in Tesseract in a few places, providing too many nice weapons, cover, lines of sight, or any combination of the three. Because of this, games can quickly turn into slow-paced standoffs as players who know the map stick to these locations and attempt to snipe their counterparts on the opposite side of the map. This can cause irritation to a lot of players, especially those attempting to break the stalemate by attacking the opponent directly. Frame-rate problems serve as the primary deterrent for players in the back of each base, causing only unnecessary frustration to both the player in the back and all those attempting to besiege his base. While the corner blue and red bases have color to help players orient themselves, the other two corners are identical but neither have any sort of identification save cardinal direction. This can confuse new and veteran players alike, as the only hints lie with the compass, which is rarely used. Should players find both their team and the opposing team hotly contesting the middle and no player decides to camp out the long lines of sight, chaotic and entertaining battles for control of the middle will erupt making for interesting combat. However, this almost requires an honor rule contract for both teams to not camp and as such is only rarely the case. 2/5 Gametype Enjoyment While Tesseract’s creator appears to have put in the effort to allow for multiple gametypes, the objectives are broken. None of them have a gametype label, disallowing players any gametypes except slayer and juggernaut variants. As the only competitive gametype for the map, slayer plays fine were it not for one major flaw: the ability to camp powerful areas very easily. As mentioned before, this allows teams to grind gameplay to a halt by utilizing an effective combination of camping corners and utilizing cross map sightlines. In many cases, the two actions can be done from the same location. The team utilizing this strategy will win in most cases and destroy the fast nature of most close-quarters maps in the process. 1/5 Weapon/Vehicle Balance Most weapons placed around Tesseract are all equal in the way that they can devastate their opponent when in the right hands. The long sightlines closer to the middle can be used by great snipers to shut down enemy movement from the bases to any other area on the map. The shotgun allows players to take advantage of the abundant corners around objects to ambush and kill opponents in the same base. A skilled player with a grenade launcher can also utilize these objects and corners to destroy opponents without looking them in the face. Rounding out the power weapon arsenal is the rocket launcher, which is a force to be reckoned with on most maps. Power weapons are meant to be dangerous, but Tesseract’s design allows for players to exploit features of the map to gain huge advantages on their opponents. Both teams have equal access to all of these weapons, but should a single team manage to wrest control of both pairs of any of the three symmetric power weapons and they should be able to cause an unchecked rain of destruction. Other weapons around Tesseract try to help even up the odds, such as the magnums and DMRs, allowing for players to fight back at a distance, but these do not provide sufficient defense against a well-armed opponent. 2/5 Design Balance As mentioned before, certain areas of Tesseract can be easily taken advantage of by veteran players. These areas are predominant in the back areas of each base, as they offer long lines of sight and decent cover from most angles. The middle bases do offer cover, but their raised platforms and the abundant long lines of sight allow for their counterparts on the outside to pepper them with ranged attacks with too great a success. The very center of Tesseract offers players rushing forward some respite with a rocket launcher and a nice lowered platform for some cover, but these players will not be able to escape without being shot by the same snipers that pushed them in seeking cover. The rockets alone do not provide enough incentive for rushers, as the rockets are of little use when the distance offers the defenders time to avoid the rocket and return fire more efficiently. That being said, if players on both sides do not hang out around the edges Tesseract plays more like the close-quarters hectic map it was designed to be. 2/5 Map/Gametype Breaks Tesseract itself is inescapable and otherwise unbreakable. The map is completely enclosed with the only clue to an outside world being the windows apparent in the east- and west-side teleporter rooms. As for the gametypes, they are broken as mentioned above. While slayer is the primary gametype, the flawed gametype creation is still a major problem. 3/5 Spawning Tesseract is a small, close-quarters map. The recommended play size as dictated in the post is eight players. On top of this, there are twenty-four spawn points on the map. As one may infer, spawn trapping and bad spawns are therefore abundant when this map is played with the recommended size teams or players. Tesseract is simply too small and has too many lines of sight to support eight players regardless of the low amounts of spawn points that simply compound the problem. The redeeming factor of the spawns is that the placement and cover present allow for a few of those spawns to be safe locations even with enemies nearby. Unfortunately, these spawns are too scarce to support eight players well enough. 2/5 Lag Given the long lines of sight present from one end of Tesseract to its opposite, one might expect there to be copious amounts of frame-rate problems. Surprisingly, this only occurs looking from the very corners of each base. Players holding the homestead for their team may notice this slight drop primarily by the DMR resting in the corner. High player activity and enough grenades can also cause frame-rate problems in most parts of the map due to this high object density and lack of many cross-map line of sight breakers. Frame-rate on Tesseract teeters on the brink of a lag frenzy throughout the entire match. 2/5 Theme While areas of Tesseract appear to have at least similar aesthetic styles, no coherent theme exists across the map. The middle area houses grass and detailed undersides of bridge pieces. Towards the corners what looks like a small reactor provides the centerpiece for each base. Pieces abruptly transition from building blocks to coliseum walls in these areas, cutting off half of the block. These transitions are not subtle enough to suggest a consistent aesthetic theme. The individual sections are fine; the transitions are lacking. 3/5 Key Aesthetics The center area of Tesseract is a recessed rock garden; the resting place of the rocket launcher. The pieces around this area hold a coherent aesthetic value and create a very neat and fluid aesthetic. The flaw here is that this same style does not translate across the rest of the map. Taking only the centerpiece into account, this is a very neat albeit not entirely original focal point that provides for a nice, clean look. 4/5 Neatness Aesthetics are relatively smooth in most places, with a few little bumps and flaws. Pieces by the middle sections of the base have small gaps underneath them creating a slightly sloppy look in two places. Z-fighting is also barely visible in the east and west teleporter rooms. Transitions, as mentioned before, are a bit rough and appear rushed. Aside from these bumps and transitions, the map itself is pretty smooth from an aesthetic standpoint. 2/5 Originality A hectic close-quarters map is hardly a new concept. Teleporters on opposite ends goes as far back as Halo CE maps such as Wizard. Not only that, but many more elements of the map appear to be inspired or attempting to emulate the same style of combat, from the close-quarters environment to the four bases on the corners. 2/5 FINAL SCORES Rating Multipliers Enjoyment: 3.0x2.0 = 6 out of 20 Balance: 4.0x3.0 = 12 out of 30 Durability: 6.0x2.0 = 12 out of 30 Aesthetics: 11.0x1.0 = 11 out of 20 TOTAL SCORE = 41/100 FINAL SCORE Understanding the Review Hub's Ratings Have a question about your review? Review Hub Community Feedback Find this review helpful? Try editing it into the Original Post