Commited

Discussion in 'Halo and Forge Discussion' started by Mortensenii, Nov 14, 2011.

  1. Mortensenii

    Mortensenii Forerunner

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    Figure I'll start sharing some of my maps, so here we go.
    This first map is Commited, a btb map that takes place in the canyon. I felt like using the area used for hemmorhage while throwing in some containment feel. Instead of the tiny outposts on either side of the gulch, there are now two sets of fortifications behind each of which a team spawns. Pictures should hopefully explain it better;

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    This first picture is just behind the wall at red base (the base not next to the water). Each base has two ramps up onto the wall where one can find 2 turrets and two teleporters which go to the no mans land. Behind each wall there are 2 warthogs ready to go out their own exits, 2 mongeese, and two ghosts. Right between the warthogs against the column is a GL.

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    Here we have the an outside view of the front of blue base, where one can find a shotgun just out side the left gate (they have shield walls). The main goal with the bases was to provide cover from fire from the center of the map, which is hopefully the case. As to why the random rock is on that hill...I found it a bit unfair to be able to ramp onto the enemy wall.

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    This is an angled shot from above red base, just for a better idea about the top of the walls. On either end is where one can find the teleporters. More towards the center on either side of the central columns are the machine guns. Up here, one can also find most of the weapons for each base, including a focus rifle, DMR's, plasma rifle, assault rifles, and a needler.

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    Another above shot, this one also showing most of the vehicles.

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    And finally, a shot across the no mans land, which has the rocks moved around a lot from hemmorhage. Here there are several needle rifles, some DMR's, a couple spikers, 2 concussion rifles, 2 sniper rifles a bit from 2 of the teleporter exits, and a rocket right in the middle.

    Download Link: Bungie.net : Halo Reach : File Details
     
  2. Yobo

    Yobo Forerunner

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    In my opinion, the middle is just one big canyon waiting for snipers to camp there.
     
  3. Mortensenii

    Mortensenii Forerunner

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    What would you suggest to counter that?
     
  4. Yobo

    Yobo Forerunner

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    Add more cover, maybe a giant structure in the middle, and remove the snipers.
     
  5. pyro

    pyro The Joker
    Senior Member

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    The most important thing in a map is do promote player movement around the map. That means you need cover, and moderately protected ways for players to traverse the map whether in a vehicle or on foot. Just plopping a big building in the middle will not fix the problem alone, and could limit the budget you have to work on other areas. Forge World was built as a canvas, especially in the canyon, so you have to make the cover yourself rather than using cover that is already there like you would on Spire or Boneyard.
     
  6. Mortensenii

    Mortensenii Forerunner

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    Taking the snipers out seems like it would keep vehicles too dominant, with the single rocket being in the center. Though I haven't tested it yet due to a lack of testers, I'd hope that by the time the snipers can even get to their weapons, the vehicles would already be in play, not to mention most of the common camping spots on hemmorhage now have a teleporter exit at them. I dunno...more testing would always help.
     
  7. NlBBS

    NlBBS Forerunner

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    The way you're thinking about this is a bit narrow. Sure, players will flock to vehicles, and to the snipers. BUT, there are also people who like to play the infantry role and move across the map on foot. Judging by the pictures, these types of players will be slaughtered. Commited is, currently, much to similar to Hemmorhage and seems to share some of its bad habits. Things like: openess, boring geometry, lack of aesthetic appeal, boring weapon layout, too little player made geometry and major focus on vehicles instead of finding a nice balance between them and foot soliders.

    I'll try to highlight the problems I see from the pictures.

    Your bases: The higher portion of the base is one flat, long walkway that seems to hold a lot of the maps skeleton. Basically, it's acting as a hive that is the only real safe area for either team. In other terms, everything that the player would want or need, is found in the base and no where else. If a player were to spawn outside of their base, they would most likely feel helpless or even lost (due to lack of ordinance aesthetics, which, isn't that big of a deal because it's in the canyon, but still). I want to say you have shield doors on your vehicle exits on the bases (can't fully tell) if so, I and anyone else would suggest removing them because they promote and instant standoff which will slow down your gameplay faster than a game full of armor-lockers. A major chance you're going to want to make, is making a loop for vehicles. This is one thing that Hemmorhage did right and that Commited currently doesn't. Basically, make a continuous route for vehicles.

    Wasteland/Death Trap: Add a large central structure/two small side-middle structures that can provide players on foot more cover from this vrey vehicle friendly map. The rocks were a nice start, but you need to expand on it if you want non-vehicle oriented players to enjoy the map at all.

    I'll update with more info when I get the chance.
     
  8. Mortensenii

    Mortensenii Forerunner

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    Thanks for the critiques. Didn't think the aesthetics were that horrid...but I do see the issue with openess. Maybe adding some more containment-esque structures would help infantry, though I'd expect they'd stay more to the sides of the canyon rather than the center by necessity, where they could have the cliffs and caves as cover. I guess I'll have to tweak it some more.
     

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