Breeze

Discussion in 'Reach Competitive Maps' started by Sugar, Sep 8, 2011.

  1. Sugar

    Sugar Forerunner

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    Day 2 of Operation Horizon
    Cpl. Sullivan 37th Strike Company, Marine Corps.
    Location: UNKNOWN
    Date: September 20, 2552.

    I still have no idea what this circular object is or why the covenant find it so important to protect this Skyview, does not seem important to me. Many of my friends died on the Autumn and I hope to god everybody left with us makes it through but I have my doubts. Many are wondering if our Captain will show up after being taken prisoner. Alberts said he doubts anybody is even alive besides that spartan and a few other marines. Hell, why did the Captain even set the coordinates to here in the first place? This sucks, just 3 magazines and I lost my pistol while evacuating. Spirits have been flying by too but we have to conserve... great.

    [​IMG]


    Looking Back
    It was not long when I created Long Shot. Truly, at first I believed like many others that this would be a map people would enjoy. Of course, it had large problems I never noticed and nearly lost my footing with it. Then Sterile came along and was not much of a attention grabber but more of a improvement. With bad spawning, odd power weapon choice, and not much pretty to look at, it reminds me of a very quiet and broken map. Then there is Garuantor. Spawning improved and weapons were nicer but it remained shadowed by a lack of good structuring and better use of pieces. A lot more problems were noticed with the high ground's huge advantage. I devoted to look for a new solution.

    Then there was Face Off. Yes, Aesthetics were there and the map became more original but lacked in gameplay and good formation which led to the top as a player's favorite zone becoming a camper's delight. Once again thinking high, I believed Neuron II would bust away to become a much better solution. Once again, the base became the zone of choice and huge line of sights made the map unbearable to allies of medium range and action remained only on the top floor rather than all around. Obscured was something I considered as a small project and it was, not considering 4v4 and remaining not a awe in sights but a map with decent gameplay, not many gametypes, and very little exciting features. This is where I push to near perfection, this is where I bring the storm.

    Introduction and Overview
    This has by far been the longest project mostly because of my cheap ways in not buying more xbox live. Breeze initially was to become a map resembling Midship and Zealot and small ways but I did not like where it was heading and pushed to resemble Beachhead and Dleta Halo, of which consisted of long sights and lots of height variation. Breeze is a 4v4, 6v6 map designed to include nearly every gametype besides Invasion and Race and not become a map of a specific choice but of multiple choices. Much of the map has been redesigned many times and has become a outer walkway with both bases having a high ground advantage and a lobby styled center including strong cover, very low sections, and a walkway right above towards the rocket launcher.








    Equipment and Weapons of Choice
    • 1 Rocket Launcher: 1 Spare Clip 150 Seconds (Does Not respawn at the beginning)
    • 2 Grenade Launchers: 3 Spare Clips 120 Seconds
    • 2 Sniper Rifles: 2 Spare Clips 150 Seconds
    • 6 DMRs: 2 Spare Clips for 45 Seconds (4). 1 Spare Clip For 30 Seconds (2)
    • 2 Needle Rifles: 2 Spare Clips 45 seconds
    • 4 Magnums: 2 Spare Clips 30 Seconds
    • 1 Plasma Repeater: 30 Seconds
    • 1 Plasma Rifle: 30 Seconds
    • 2 Plasma Pistols: 30 Seconds
    • 4 Plasma Grenades: 30 Seconds
    • 4 Frag Grenades: 15 Seconds
    • 5 Health Packs: 15 Seconds
    Invasion: Warm Up







    Warm up was an idea to be the custom gametype for this to spice things up. I wanted to bring Invasion into this map and to help balance it out, the sword and the grenade count was reduced to help promote better gameplay and influence both teams to go for the territories still. Many loadouts are also changd to help decrease the use of strong equipment such as armor lock and active camo.



    Let us say Thanks to the following

    Dark X Hacylon
    BalzeIsGodly

    DIEabolical D

    Duck NG

    Justin BBer DIED
    JRW Mercy
    Eightball for his good suggestions and testing





    Marcass 2021 for his good suggestions and testing

    Available Moth for all his great help and helping me understand the other names sucked

    T0MisHIGH for all the awsome ideas and helping me fix up a dull map into something people liked. Thanks a ton dude, I appreciate all the hard work you helped me with.

    Also thank you to McGreen, Shkai, and many more for all the help.

    Screenshots

    Note: I apoligize for no action shots, I lost my xbox live before I could get them up.





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    Thanks so much guys for helping me create this map. I appreciate you all for your assistance. You guys are the players who should be thanked. Thanks again and enjoy.
     
    #1 Sugar, Sep 8, 2011
    Last edited: Sep 13, 2011
  2. MCGreen24

    MCGreen24 Forerunner

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    Sugar I dont know how you do it. Even from the start I saw issues in which you backed up with consistent original forging. What happened to the walls? Its like they went through puberty. Looks really nice. Also the original aspect of railings you used, the tunnel-longs near that incline, they all look really nice.

    Great job with the improvements, I know you worked hard on this map.
     
  3. Sugar

    Sugar Forerunner

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    @MCGreen24 Hah, I appreciate the comment and the fact you like the improvements. It has been a long project. I found the walls originally to be dull and thought it was a nice touch up, very happy you like that. I hope that you won't have any death problems for now on. :p
     
  4. ShKai

    ShKai Forerunner

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    I agree the walls really brought this map to a more versatile space, along with the adjustments made to the central area. As I saw this map in its alpha stage up until what it has become, its come along way from the original playtest. I have my problems with the stupid shading of the pieces but thats not your fault. I mean this even helped inspire my Containment map. Good job.
     
  5. Noble T0M

    Noble T0M Forerunner

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    This was a delight with your custom gametype

    Bungie.net : Reach : Game Details

    I really like what you kept and took out along the top mid and bottom mid, your product is magnificent. Gameplay was solid with no toilet bowl effect.
     
  6. Sugar

    Sugar Forerunner

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    @ShKai Thanks a lot man. I know I am hard to please but your map is looking very nice at the moment. Happy to hear the walls are much more pleasing now. I am especially glad to see how the changes brought improvements to your eyes and helped create a map you enjoyed. Either way, I apologize about the darkened objects but I wanted to keep the natural and have a original map as well. Next map will improve with that, I will take that problem into effect. Hope to see your map soon btw. Glad you enjoyed it.

    @Tom Oh man, where to start. I am very satisfied with the fact you had such a wonderful time playing the gametype with this. I for myself went negative 9 so I felt completely destroyed by you guys. I appreciate all the work you put into this with me. Thanks again Tom.
     
    #6 Sugar, Sep 9, 2011
    Last edited: Sep 9, 2011
  7. The Muppet King

    The Muppet King Ancient
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    I can not get a feel of the map with the pics alone and unfortunately I can't download from B.net. But from what can I see, is a pretty good map. I really want to see the sniper spawn in-game because it looks weird. Great map, and we should get together in Halo sometime; been a while.
     
  8. Sugar

    Sugar Forerunner

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    @Panic45 Thanks for the comment. Wish we could do some games but I have no live so maybe when I get some. Take it easy man.
     
  9. Marcass2021

    Marcass2021 Forerunner
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    damnit, i just commented on your map but it didnt post it.. owell. I'll try to remmeber what i said.

    I'm happy to see your posting maps again, this is easily your best work. i love the final version of the middle, it went through so many changes. i havent seen your new walls, but im glad you used less of those platforms. (i dont like that piece :p) great forging dude.
     
  10. Sugar

    Sugar Forerunner

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    @Marcass2021 I kinda figured you didn't like the platforms (the landing pads right?) since you never use them but as I like making changes, you won't see them in my next map. Thanks a lot for the thoughts. I am overjoyed that you and others enjoyed the middle. That was a struggle to deal with lol. Thanks for the comment and the testing. Can't wait to see some of your maps come out real soon, especially broadsword.
     
  11. availablemoth

    availablemoth Forerunner

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    Sugar I had a blast playing on this map, and I am very happy with the changes that you made. Lowering the rocket spawn was probably the best thing that you could have done, and improved the map greatly. Also, incorporating invasion skirmish into the map was an incredibly amazing idea. I could not believe how well it really played. My only concern I had with this map would be the shield doors, it seems that the only thing sheild doors really do is slow down gameplay. Yet, I was looking at your pictures, and I believe you have removed them. You have put a lot of effort into this map, and it has come a long way! great job you have my DL.
     
  12. Sugar

    Sugar Forerunner

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    @availablemoth I am very happy to hear you had a good time with the map and that hits me in my happy place, yes my heart don't make a weird sexual joke about it. The effort is always worth it when you guys had fun. I appreciate the comment and the help with the map, even if it were suggestions it still made it better. Btw, yes no more shield doors. That will be in the past. Once again thank you. Colon end thingee.... :) <-that thing.
     
  13. CyborgAnthro

    CyborgAnthro Forerunner

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    This is a really interesting map, both in terms of its layout and aesthetics. It's quite intricate and uses pieces in original ways. My only complaint is that there is a decent bit of lag when looking at any of the longer views of the map. I think this is because all of the interesting detail pieces you used, all the pieces that line the walls and ceiling, for example, actually went too far. I would consider eliminating a few embellishments here and there because I do think you can improve the frame rate without doing a total overhaul of the map. I'd also suggest deleting a brace, large or two to open up the middle of the map just a tiny bit more, such as at the bottom of some of the staircases. If you need other ideas of what to remove that really serves no functional purpose, there are a few 2x2 and 1x1 flats that I would do away with. I don't want you to think that I don't like the map because I do, I just think a lot of the over the top detail work could probably go in favor of performance. Just my thoughts, anyways very cool map and I look forward to your future projects.
     
  14. NANGIE

    NANGIE Ancient
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    the map design was fine but i couldnt even play cause of all the screen lag..
     
  15. Sugar

    Sugar Forerunner

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    @CyborgAnthro As for your compliments, I thank you for them and the comment. Also for the screen lag, that situation will be fixed as soon as possible.

    [br][/br]
    Edited by merge:


    I have updated the map due to the framerate. Most of it has been diminished in forge and all of it has been diminished on custom games.
     
    #15 Sugar, Sep 13, 2011
    Last edited: Sep 13, 2011

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