Purple. (TEMP NAME)

Discussion in 'Halo and Forge Discussion' started by Cheeze, Nov 29, 2011.

  1. Cheeze

    Cheeze <FONT COLOR="#FE2EC8"><b>I Beat the Staff!</b></FO
    Senior Member

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    Hello everyone and thanks for stopping by! I have been working on this map for around 2 weeks, and i really wanted to pull a bunch of things off for personal pleasure, like an Avalanche-esque map, and one that I could really try to do all these asthetic things to and still make it playable. (I think i sunk most of the budget in Orange room..)



    [bungievid]25152903[/bungievid]



    Start: Red spawn.
    10 seconds: Red Hallway.
    17 Seconds: Orange room/ Sniper Spawn/ Frag Spawn.
    24 Seconds: Blue Hallway.
    40 Seconds: Blue Spawn.
    48 Seconds: B2/ Top Blue.
    59 Seconds: Purple/ Top Hallway.
    1:23 : R2/ Top Red.
    1:38 : Red Lift.
    1:47 : Rock High/ Red High
    1:54 : Rocket Spawn.
    1:56 : Pride Rock.
    1:58 : City High/ Blue High.
    2:04 : Needler Spawn.
    2:11 : Blue Lift.
    2:18 : Purple Tunnel/ Rocket Bridge.
    2:25 : Concussion spawn/ Sticky Spawn

    Overview

    [​IMG]
     
    #1 Cheeze, Nov 29, 2011
    Last edited: Nov 30, 2011
  2. NlBBS

    NlBBS Forerunner

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    This definitely seems like your best work yet. My only qualls with it are the differing piece use. It may just be me, but I usually prefer to see both sides look the same. I don't so much mind the different blocks in the tunnels as much I do the rocks/struts in what looks like your main atrium.

    This may be too far fetched, but if you test this map and like it, I would suggest making your main atrium with grass (real grass) and then keep the rocks to make it feel like a very unique spot of the map.
     
  3. Cheeze

    Cheeze <FONT COLOR="#FE2EC8"><b>I Beat the Staff!</b></FO
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    I actually don't think that that would be too hard. I originally had Tincups where the needler was, but i removed them to sink it down and whatnot and never put them back in. Its right above the water by the island so i could scoot it over towards blue base of that map (I think it is...The side that you spawn on where you can walk up the mountain without having to jetpack.) and lower it a tad bit. I may do it today some time. Thanks.

    EDIT: Actually, I'mma move it up to Asylm..

    [​IMG]

    [br][/br]
    Edited by merge:


    Alright, I got most of this finished in the asylum area, I just need to flatten out the bumps and add spawns/objectives/ and small details.

    [br][/br]
    Edited by merge:


    Alright, So its finished and I submitted it to the Testers Guild and now I'm waiting!

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    #3 Cheeze, Dec 2, 2011
    Last edited: Dec 2, 2011
  4. Silentraine

    Silentraine Forerunner

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    I really like the overall look of this it looks like a very solid and larger scale map, several hints of avalanche as you wanted, and also a sort of colossus feel to it in some ways. It looks great and I'd love to play this and see how well it does, do you plan to submit this to matchmaking in the future? Would love to see more larger scale maps that dont involve three floors of cluttered madness.
     
  5. pyro

    pyro The Joker
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    There are so many textures on the floor in some places that it looks a bit messy. Unless it's supposed to be a spoof on the excessive use of 2x4 blocks, 2x2 banks, and braces for floors, I don't think its a good idea to mix all three. I'm sure you know which image I'm referring to. Overall the map looks really fun. Another random problem I see is that the room with the grass floor might be underused because it is only accessible from one side so it's almost like a dead end. The side closest to the rest of the map would still have some action, but the far side doesn't appear to offer any advantage, and in addition to leaving no place to retreat has little cover. if enemies attack from the second floor.
     
    #5 pyro, Dec 3, 2011
    Last edited: Dec 3, 2011
  6. Cheeze

    Cheeze <FONT COLOR="#FE2EC8"><b>I Beat the Staff!</b></FO
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    I doubt this could get into matchmaking, and I have no clue how the hell I would do that in the first place. And Originally i was planning on adding another floor, but then i figured Jetpack would ruin the map, so now there are only two floors and some floors with height variation.

    Yeah, The orange room. It will probably get changed.

    Nah, Its a Symmetrical map, so its accessible on both sides, and most of the neutral objectives are.

    I don't understand what you mean. And that is what the TG is for. :D

    EDIT: Oh yeah, New name of it is "Outflank"
     
    #6 Cheeze, Dec 3, 2011
    Last edited: Dec 3, 2011
  7. pyro

    pyro The Joker
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    Nah, Its a Symmetrical map, so its accessible on both sides, and most of the neutral objectives are.

    I don't understand what you mean. And that is what the TG is for. :D[/QUOTE]

    Same area.
    I was thinking something like tunnels from the far side to the two ends of the map. I guess it all depends on how the spawns are.
     
  8. Cheeze

    Cheeze <FONT COLOR="#FE2EC8"><b>I Beat the Staff!</b></FO
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    I still have no clue. You can go to the TG and download it and look if you want.
     
  9. NlBBS

    NlBBS Forerunner

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    Your lift room has WAAAAAAY too many textures. But, I do like how it's coming along.
     
  10. Cheeze

    Cheeze <FONT COLOR="#FE2EC8"><b>I Beat the Staff!</b></FO
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    Yeah. I fixed those today.
     
  11. ShaddoBlade

    ShaddoBlade Fuzzy Little Man Peach
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    TEMP NAME?! You entered a binding legal contract when you asked what you should name you map, I said "Purple.", and you said "done". You, sir, shall be hearing from my attorney.
     
  12. Cheeze

    Cheeze <FONT COLOR="#FE2EC8"><b>I Beat the Staff!</b></FO
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    LOOOOL It can be its alias?

    [br][/br]
    Edited by merge:


    Outflank V2 - YouTube

    Here is the most up-to-date version of it, in a Videa. Have a look!
     
    #12 Cheeze, Dec 6, 2011
    Last edited: Dec 6, 2011

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