Sorry for having to do this in two posts, the amount of images totals 69 images and one tread only supports 50. okay, ON TO BUSINESS!!! This map next was made by me but inspired by a design shown to me but never actually attempted to be built, Consecrate. with some help from facemelterkitty the map was quickly built in little time, it was an interesting challenge to try and create the cross-bridging idea but since the 1x1 tall and thins work a little differently than normal blocks so they turn the way I wanted them to. The map feels a little like narrows meets boarding action, MLG style. The map is extremely flexible with the middle bridges being close together, allowing the players to jump from the bottom to top pretty quickly. On top of that there are interesting lines of sight but in a way where players will not spawn in those lines of sight. Here is an overview of the layout: Red team pit / spawn area blue team pit / spawn area Grenade launcher spawn (150 sec at 3 clips) Evade spawn (120 sec) overview of top center Sender node (symetrical nodes) Reciever node Both sniper spawns (one for each team, 120 sec at 1 clip) Loadout camera Plasma pistols are located above the sniper tunnels at 75 sec. A set of frag + plasma are featured on each tunnel as well as frag + plasma in each base. This next map was made by me long ago before I even released a map on forgehub that had been sitting on the shelves for a long time, Trinity. In truth this map has seen so much testing that I still get comments from former members of DHG. Since I had so much positive feedback I absolutely had to post this map in the next mappack. By the way, the map was made in december, 4 months after the game had been released, nuts eh? The map suites 4-12 players and plays extremely well with sniper matches. The map was meant to be MLG in design but the weapon set has a large range. Here are the weapon locations and spawns: Red team spawn Blue team spawn Rocket spawn, 180 sec at 0 clips red sniper spawn, 120 sec at 1 clip Blue sniper spawn Rock garden, plasma nade spawn (60 sec) Evade spawn (120 sec) Grenade launcher spawn (120 sec at 3 clips) Size overview Weapon list (weapons not mentioned) 4 x DMR 2 x magnums 4 x needle rifle 2 x plasma pistol 4 x plasma nades, (60 sec) With the map being very vertical but many breaks in LOS, the ground becomes used alot for either escape or flanking, in which people down below are pretty safe as long as they don't draw attention to themselves. Rocket balcony is pretty much a death trap (done intentionally) so players beware. Now onto xDTx Kaos's map, Entyior. When this one was first shown to me the FRL appeared to be problematic. So after a huge Re-budget, it came down to gameplay testing. To no surprise, Kaos had made an exceptional gameplay map that after minor changes he made the map far more enjoyable then some other btb maps made in the canyon. Since getting every single weapon in pictures would take up to much of the post, I shall list off the weapons and there spawn times 6 x DMR at default time 2 x Sniper rifle, 180 sec at 1 clip 1 x Spartan Laser, 180 sec 2 x concussion rifle, 120 at 1 clip 2 x needle rifle 2 x plasma repeater 2 x plasma pistol, 45 sec 4 x Plasma nades, 30 sec 2 x ghost, 120 sec 2 x warthogs, 180 sec 4 x mongoose, 60 sec 1 x overshield, 180 sec 2 x camo, 120 sec *phew*, large weapon list . . . Now on to pics! The next map on our list is Ascendant, a map created by xDTx Kaos. This was the first map that he showed me when he joined AoH and I was truly stunned by what this map featured. Shouting forrunner architecture has always been a plus in my books. But it was hardly without effort, the map had been a huge FRL challenge to overcome. He finally got it down to the point to where infantry would not be affected, and vehicle FRL to a minimal. The map itself doesn't have the 2 base idea like some other maps do, making it unique for gameplay. In FFA the map is unreal for gameplay, even with the vehicles on the map. Game testing was enjoyable for all party sizes (that suite the map of course. since I cant get every weapon in picture view, I will list off the weapons featured on this map. 6 x DMR, Default spawn time 2 x Sniper rifle, 180 sec at 1 clip 2 x concussion rifle, 120 sec at one clip 2 x Needle rifle at default time 2 x Overshield at 180 sec 2 x Warthog at 180 sec 4 x Mongoose at 60 sec 2 x Ghost at 150 sec 4 x plasma nades at 30 sec 1 x fuel rod cannon, 180 sec at 1 clip 2 x Plasma pistol at 45 sec Now, pictures everyone XD Thats all folks! I had originally said I was going to be posting this in August, but to my dismay it had been delayed so much because of how busy my crew and me have been. I also like to mention there are now new versions of ENDGAME: Hellbent and ENDGAME: Trismegistus on my fileshare. Both maps have been reworked and fixed for both framerate and gameflow. This includes weapon re-positioning on Hellbent and Re-budget on Trismegistus. I. want to thank Facemelterkitty, Shadowspreez, Mr hidden, xDTx kaos for all their hard work. Understand that this map pack was JOINT project so they deserve just as much credit as me. I also like to mention the person who inspired me to do consecrate, menotyou. I believe that person has great potential in forging and hopefully I can speak with him personally Now for my personal comments: This post has taken 6 days to type up and arrange (in which I typed it up on wordpad first so I can save my progress. Also, the FATE signature I did earned tenth place for Halo reach sigs of the month on haloreachsigs.com. So a ton of work has been done and I have been working really hard to get the maps just right for gameplay. I have a secret that I have been holding back for quite a long time, my concept drawings of my next 8 maps are one to test my own ability as a forger, to keep Asethitic consistancy while using Aesthetics for gameplay. So I created a challenge and I dare you all to use this, have 3 uses for each object you place. Those 3 uses have to invlove 3 catagories, aestheitc value, gameflow value and map indication value. Quite the challenge eh? This is waht I have done for my next set of maps, while I did not follow this rule all the way I still was able to create many uses for object placement. So in saying, all you believe that you've seen what I am capable of . . . Sorry to dissapoint but you have only scratched the surface, 62 concept drawings untapped, 152 object combonations, 21 Aesthetic themes and various other MLG layout designs. All on my free time after work, may seem like a load of bull but I assure you I do not joke. Let the project DESTINY begin . . .
You should list the name of the person who designed the inverse symmetrical bridge map. Menotyou, if I'm not mistaken...
Consecrate was really enjoyable, I liked how the height variations constantly changed who was above or below, with players moving up and down all the time. Lines of sight were interesting; mostly god except for a few through the middle. Entyior was also very fun, I remember an old TG testy I helped on it. Is it still set up for invasion or was that dropped.
Well sorry to burst your bubble but you flipped Ascendant and Entyior. Ascendant has the large forerunner tower and Entyior has the large spiked bridge. And also one suggestion about the post itself. You should add a download link after each map that goes directly to that map. Other than that I can finally quit asking you everyday, "When are you gonna post the map pack?". Great work AoH!
I want to thank you zxamplez for actually telling me who inspired the design for consecrate, Because in all honesty I had no idea who actually did that drawing. In a way I want to thank him for that, I was able to make my own spin off of the map he designed. If you notice I did consecrate much differently layout wise then what is seen in the drawing. I am not looking for point for originality I admit bit I think the map deserves credit of playing very well while being created in the canyon. That is the aim I tried to go for, for I did not want to just copy the map and call it my own, so I created my own version along with the help of facemelterkitty of course. Alright, the proper names have been added. Sorry for that, I was up all night trying to get this post just on forgehub. Thanks again for telling me the name of the person who did that drawing xzamplez, wouldn't be fair to NOT mention his name. Feedback on the maps would be appreciated though, that is the main aim for this post. [br][/br]Edited by merge: FIXED OMG IM TIRED. Lol that only to forever getting this right. feedback much appreciated . . . *dies*
I really love the fate sig <3. On topic, these maps look VERY good, in terms of aesthetics and gameplay. I might DL these maps if I have time on my hands. P.S. I don't think I caught the name of the second map.
This part looks better than the first part as the object merging and object usage is still really ugly though. The BTB maps look really similar though but hey I forge MLG maps so don't acknowledge my dumbness on BTB maps
How are the btb maps similar? I made both of them and they are very different. Entyior is more of a classic symmetrical map with decent sized bases for objectives, and a large curved bridge in the middle that serves as a control point. Ascendant has no bases. It forces you to use weapons scattered on the outskirts of the map to fight for control of the middle. Then you have to use a lot of teamwork to hold the very open middle. I dont see in any way how you could find those similar. And bad forging? I don't see any z-fighting, I don't see any ugly overlaping. I see clean forging using similar peices throughout the map. I don't know where you're getting your opinions from but it seems as though MLG try-hards can never be satisfied.
Excuse me but in what world have you been? I don't mean to gloat but I worked my a** off to make these maps playable. Besides, I actually focused on gameplay for a chunk of these. If they look so ugly then suggest a different piece then say its ugly. And the BTB maps look NOTHING ALIKE! Either your blind or stupid, either way your opinion seems completely biased by how you've stated your comments. Play the maps as well, don't tell me it looks ugly because of your own personal preference. I never called any of your maps ugly (in fact I thot they looked great), so get in the game and actually try to understand how it was constructed then say its ugly. Your 1 in 50 people that actually called it ugly, Opinion F***ing vetoed. And if you forge MLG maps, then understand that some of these are FORGED to suite MLG. I have done countless tests on each of these so if you think your some hotshot forger in which you seem to be all knowing then give a real opinion. Get on my level kid, Take a look at Trismegistus and Hellbent and tell me those are unoriginal too, Bet won't even be able to stomach that.