Hung

Discussion in 'Reach Competitive Maps' started by WhackyGordon, Mar 5, 2012.

  1. WhackyGordon

    WhackyGordon Forerunner

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    Hung
    They told us to hang 'em high. Did we ever.

    Hung is a nearly symmetrical (or slightly asymmetrical) map forged on High Noon. It takes advantage of the new tunnels and the low center area. The high ground on this map has seen plenty of traffic. It's time to enjoy the bottom.

    I faced a dilemma when I was forging this map. (Feedback would be much appreciated)
    The center area is designed to draw your eye upward to the high ground above. Obviously this is distracting if you're trying to orient players down below. I needed to build a ceiling. I tried just putting walls around the upper platforms, but that didn't seem to help. The forge pallet isn't very forgiving. The second largest piece available is an x-large bridge. The largest is the grid. Yes, I said it. The 'G' word. I'm open to suggestions on that one. Please feel free to take it into customs and have a look at it, and take it into forge and see if you can figure out a better ceiling, or a nice way to do no ceiling. I suppose I could build some convoluted latticework ceiling of large braces and x-large bridges, but I suspect that might even be worse than the grids for frame rate. Feedback regarding frame rate would be welcome too. I didn't notice any issues, but with more players, you never know.

    Weapons:
    Sniper rifles (2 x 120 sec respawn, 0 clips)
    Rockets (1 x 180 sec respawn, 1 clip)
    Magnums (5 x 30-45 sec respawn, 2 clips)
    Plasma Rifles (6 x 30 sec respawn)
    Needlers (2 x 60 sec respawn, 2 clips)

    Screenshots:
    Red Bunker
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    Disregard the DMR - I spawned with it. There are none on the map :)
    [​IMG]

    Red Tunnels
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    Rocket Spawn (between red and blue bunkers)
    [​IMG]

    Blue Bunker
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    Blue Tunnels
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    #1 WhackyGordon, Mar 5, 2012
    Last edited: Mar 5, 2012
  2. Charles Stoot

    Charles Stoot Forerunner

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    I totally agree with this it has seen it's days.
    In halo 1 where this map was originate more of the traffic was on the bottom of the map, Mosley because there was no armor abilities giving you easy axes on top of the map.

    This Is a great Idea.
    And the Rocket is where it was back then, in the Middle of the map.

    Hope People enjoy the map.

    Your aquatint,
    Charles J. Stoot.
    "IT is luck that you Failed"
     
  3. WhackyGordon

    WhackyGordon Forerunner

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    Even with no AAs (in classic) I've seen most of the gameplay on Hang 'Em High revolve around the two top structures. Basically the team that takes the area above blue tunnels always has the upper hand. Now it's a lot more balanced, imo.

    Feedback regarding the ceiling would be greatly appreciated. I'm at a loss. I mean, the grids function well enough but they leave a lot to be desired aesthetically. I just can't figure out what pieces to use to minimize frame-lag.
     

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