Shafted

Discussion in 'Reach Competitive Maps' started by EpicChief117, Dec 5, 2011.

  1. EpicChief117

    EpicChief117 Forerunner

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    UPDATE 1.1
    - removed teleporter at red base
    - moved recieving teleporter to new ledge
    - added a new ledge to the top area. allows sneak attacks on top centre
    - rearanged weapons and postions
    - added pillars between top and bottom centre to break sightlines
    - added new aesthetic piece to diguise ugliness of ledge
    - added overshield

    ____________________________________________________________

    Welcome to Shafted

    [​IMG]
    Centre View

    Shafted is an asymmetrical map based on the fundamentals of Damnation. Which means that there is equality between sides in terms of gameplay. For example, the weapons are the same on each side. While occupying the centre is the Needler, Sniper Rifle and Shotgun. In terms of ranges and sightlines, the map has a mixture of all 3. The middle has mid to long range engagements while the sides have close to mid range combat.

    [​IMG]
    Bottom Blue

    [​IMG]
    Top Red

    The way the map feels is that this is a place that the covenant occupy. Using all of the Scenery items, i have created an environment that suits its covenant occupiers down to the ground. Another key element was the map's canon. It is a covenant mine used to extract minerals like iron to build their massive cruisers and invasion fleets. When a group of spartans infiltrated the facility, the covenant evacuated objects and members of significant value and put the mine into lockdown. this meant that the electrical field at the mine's surface was activated. The reason why the grid at the bottom of the map kills you. To add the feeling that it wasn't just a random grid, i placed objects around the walls to show that the grid is being projected from somewhere.

    [​IMG]
    Middle Platform

    [​IMG]
    Top Middle Walkway

    [​IMG]
    Top Middle Ledge
    This map is compatible with all FFA gametypes and some of the Team based ones. For the walls in the middle, i had to use wall, collusiums. But to liven it up a bit, i added some decorative structures to the walls plus a cannon man sitcking out of the wall. As for the walls on the base areas, i decided to go with covenant themed doors. It adds some mystery to the map ("is this just a small part of something far bigger?" sort of feel) and livens up the dull walls.

    Preview by Oli The G:
    Shafted - YouTube

    Thanks for reading. If you choose to download the map, then please give your feedback. Any suggestions or advice would be much appreciated. I might also be making a trailer for the map. If anyone would like to be part of it, then PM me saying so and i will get to you on it. Until then, happy forging!
     
    #1 EpicChief117, Dec 5, 2011
    Last edited: Apr 13, 2012
  2. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    This certainly looks like an improvement on your forging judging by the screenshots. I was actually about to test this for the TG, but I guess that's not needed now, sorry we didn't get it done sooner. I'll download the map and check it out.
     
  3. EpicChief117

    EpicChief117 Forerunner

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    Damn. I was going to wait another week but i was too excited about getting it posted. Thanks for the compliment. I really didn't do well with some of my other maps so i am glad to hear that i am getting better.
     
  4. ASSASSINinWH1TE

    ASSASSINinWH1TE Ancient
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    Interesting aesthetics, I like how the braces and rails just barely show through the walls. This could use a roof cut away shot to see the layout. I bet getting rid of any z fighting out of this map w\ all the different pieces used to make the floors was f u n
     
  5. EpicChief117

    EpicChief117 Forerunner

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    Thanks for the compliment but i don't know what you mean about the floor.
     
  6. wpcubs

    wpcubs Forerunner

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    Interesting map with some cool aesthetics. I really like the different levels and map seperation. Here are some things I would consider.

    1. Add some rock/grass/water to the map for visual appeal.
    2. In second picture, take away convienant barriers. I think there is enough cover without them.
     
  7. EpicChief117

    EpicChief117 Forerunner

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    I'm not sure about adding grass and rocks to the map. I already added rocks for the mineshaft's base and i definetely don't want to add any grass as this will have the opposite effect on the aesthetics. Grass in a covenant structure shows places of significance such as Prophet's chambers. Eg. the only place where grass is shown in a covenant structure is on High Charity in Halo 2. Of course i want good aesthetics but i don't want the map to feel like it would be too important for the covenant.

    As with the barriers, i placed them there to add some CQC to that area. Without them, it would be too hard to get up to the higher ground.

    But overall, thanks for the comments. They are much appreciated.
     
  8. bullet2thehead9

    bullet2thehead9 Forerunner
    Senior Member

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    Very nice map love the aesthetics and it looks like it would play well too,I have one thing to say though and that is I think you should add more detail to the canon I looks really plain and boring but besides that I like the map.
     
    #8 bullet2thehead9, Dec 16, 2011
    Last edited: Dec 16, 2011
  9. EpicChief117

    EpicChief117 Forerunner

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    Thanks. I've added as much aesthetic to the map as i can so sorry if it isn't enough. I know what you mean though.
     
  10. EpicChief117

    EpicChief117 Forerunner

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    New video by Oli The G. Check the main post for the video.
     
  11. Loscocco

    Loscocco Ancient
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    Ah, I was in that video. :D Nice map, but I think you need to change around the rocket + OS spawn. It was incredibly overpowering to have rockets and OS spawn 2 ft away from each other and it is even worse to only have one way to access them.
     
    #11 Loscocco, Apr 13, 2012
    Last edited: Apr 15, 2012
  12. EpicChief117

    EpicChief117 Forerunner

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    I think i already did. It's been ages since i made any changes to the map. I will check on Reach the next time i'm on.
     

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