Map Trailer: Halo: Reach Map Archive [ 4v4 Slayer/Objective] - YouTube Screenshots: Map Design Intent: This map was inspired by the center Intersection. Also, some of my maps have had issues with players getting shot at from multiple angles. So I knew my new concept needed to be more properly separated, but still offer enough DMR range. The theme for this map is a massive forerunner data facility that is home to all knowledge from across the universe. The entire center structure is the data storage device where the pillars are the uploading stations for new information. The vertical glass cavers on each side are large touchscreen monitors for stored videos. An information kiosk is found in each corner of the map where the user can search through the database based on language, location, timeline, etc. The two "bases" serve as large 3D Holographic observatories where one can view the galaxy from any position or angle. Base Map: Forge World(Skybox) Intended Number of Players: 4-8 Supported Gametypes: Slayer, CTF Required Gametype: None Artistic Elements: Yes Symmetrical Design: Yes More gametypes to come later.
Well I'm assuming this is your first map post so let me say welcome to forgehub. Second, this map looks very nice. The floor in the middle is very original. And gameplay seems pretty good. I do have one suggestion. Try to find a certain set of peices and incorporate it all throughout your map. Other than that this is a wonderful start. And I love the name to, Archive. "Hey guys you wanna go play some archive?" Welcome to forgehub.
Well Kaos, I have two other posts on ForgeHub, but I completely ruined the maps, so I wouldn't reccomend them until I can go back and do some serious remodeling.. that being said you are still the first to welcome me to forgehub, so thanks! I am mostly active in the Blueprint group and that is where the feedback for this map has come from, and now i am ready to release it to the rest of the community! I'm not sure what you mean by finding a set of pieces to incorporate.. Care to elaborate??
It's called a map palate. It's a little hard to explain. A good example is Mirage by my friend Eightball. He uses 1 by 1 tall and thins, brace larges, and 2 by 4 blocks throughout the entire map. This not only makes a map look very nice but also gives it a feel or mood that will separate it from others. Try to find a peice like a platform xxl and use it in all areas of your map. This will also help it feel a little less forged and a little more like and actual place.
I was thinking to myself as the page loaded, "Archive is a really cool name for a map", and the map doesn't disappoint. The architecture - in particular, the floors and walls, is really good, and the design looks mostly well thought-out. That orange light provides some nice color too. There is plenty of height variation, although there seem to be areas where there's too much variation. Particularly in the second screenshot, the floor doesn't seem to be able to decide what elevation it wants to be at. I'm sure it plays well but it's just a little bit jarring. The middle area has a lot of sensible inclines that flow in one direction or the other. In the future, my advice would be to try and keep the inclines flowing together a little more naturally. Other than that, great work and welcome to Forge Hub.
@kaos if you take a good look at the walls, you'll see that nearly all of the outer walls were made by platform xxl's. Additionally, most of the flooring is made by brace larges. Thats really as far as i went in that regard.. @titan The second screenshot showcases one of the teams bases. The rest of the map remains at relatively the same height. The bases are raised in such a way to provide the defending team a height advantage while not completely overpowering the attackers( noticed most in CTF). This concept has proven to be quite effective in most playtests. I didnt want to make grabbing the flag impossible, but i did want the attacking team to be forced to strategize somewhat when facing a well guarded base.
Just played a game on the map, and it's pretty good. It does feel a bit generic, but it's well done. 4-player FFA felt great, and I think that's the maps sweet spot right there. Great job!