Graphite

Discussion in 'Halo and Forge Discussion' started by WhackyGordon, Apr 23, 2012.

  1. WhackyGordon

    WhackyGordon Forerunner

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    This is so outdated. Posting a v4 thread, as none of this is relevant anymore.

    Map Name: Graphite
    Tags: WhackyGordon, Graphite
    Canvas Map: Forge World - Coastline

    Screenshots: Album
    Video: Ideal Player Count: 12
    Recommended Gametypes: Invasion Skirmish
    Supported Gametypes: Invasion Skirmish, Team Slayer, Oddball, CTF, Assault, Headhunter
    Budget Remaining: ~$3300
    Overall performance: Needs further testing due to update
    Split Screen Framerate Rating: Pending testing

    Update 04.24.2012: Removed light balls, added windows behind sniper spawns, removed CRs/GLs, added Invasion Slayer compatibility.

    Update 04.25.2012: Beefed up LoS blockage at center, added crates for color/cover, swapped warthogs for revenants, and added glass to the windows in the bases.

    Update 04.29.2012: Verticality overhaul in consultation with A Haunted Army. Lowered top mid. Rebuilt bottom mid. Rebuilt orange and green sections, rebuilt side walkways, replaced crates with blocks, removed teleporters, and adjusted weapon spawns and objectives accordingly. Also swapped the revenants back to warthogs.

    Update 05.04.2012: Moved weapon drops to better locations, added low platform at midpoint of red/blue walls, tightened up kill zones (probably unnecessary), added struts to aid in orientation and call-outs, and tidied up truncated co-ordinates.

    Update 05.10.2012: Overhauled structures at bases, base walls, and towers. Added weapon drops and removed spawn locations. New screenshots in OP. And I just realized I removed all the weapon spawns while I was editing, so temporarily not compatible with anything but Inv. Skirmish lol

    Update 05.12.2012: Replaced deleted weapons, adjusted objective spawns, added normal spawn points (just re-established compatibility with non Invasion Skirmish gametypes)
     
    #1 WhackyGordon, Apr 23, 2012
    Last edited: May 20, 2012
  2. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    This looks interesting. I'm not sure how well it would hog, it looks a little small for any real driving, though the garage for the hog is very original. For infantry most areas look decent, though some are open (middle) or too cramped (concussion rifle or GL spawn.) Also remember that with Hogs on the map concussion rifle is not a good balance with the grenade launcher as it can flip the thing all over the map.

    Some of the middle lines of sight are very long and open. I would hate to be an infantry unit on the ground floor, especially with snipers picking off infantry from the bases or upper levels. The 4 Mongoose's wont help much, as Mongoose's are notoriously weak. I wouldn't expect much from one.

    Overall this is nice, if a little gray with a few issues. I'd be happy to test this sometime.
     
    #2 Skyward Shoe, Apr 23, 2012
    Last edited: Apr 23, 2012
  3. Equin0x

    Equin0x Forerunner

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    @Shoe, I would argue the imbalance of Conc. Rifle above GL, as GL has EMP and is more effective against both vehicles and infantry, or at least the infantry.

    The map itself looks... innovative. The circular ramps acting as teleporter holders look extremely campable, and some areas of the map look cramped as Shoe said.
     
  4. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    The grenade launcher is certainly better against infantry, but I have found that the concussion rifle is just ridiculous against Hogs. While the GL does EMP them, often the driver or gunner survives and can make a getaway or take a few on the other team with them. The concussion rifle almost always flips the hog, forcing anyone in it out and making them extremely vulnerable. Overall I would say no map with hogs should have a concussion rifle for this reason. Also, having either weapon up so high may be a bad move, as both gain a lot of power from height advantage.

    I agree with the teleports, you need some real structure there. The entire ground floor could use some height variation to break Los, though with hogs make sure ramps are no more than 15 degrees, and possibly even less than that where possible to prevent jumping.
     
    #4 Skyward Shoe, Apr 23, 2012
    Last edited: Apr 24, 2012
  5. WhackyGordon

    WhackyGordon Forerunner

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    Well, as far as the hogs go, I would rather have Revenants personally, but it was either switch to hogs because of the glitch or move the whole map and try to find a reasonably suitable chunk of natural terrain. I went the less labor intensive route. Pathing is a little limited for warthogs, although the mongooses can navigate around the full circumference of the map, as well as being able to get up to top mid and bottom mid.
    As for the middle being particularly open, I was trying to discourage players from going there. I wanted that to be the risk in my risk/reward scenarios for the teleporters and the rocket launcher.
    The towers are cramped because I wanted them to be grenade traps. Seeing as there's only one way up per tower, they're extremely campable and have pretty solid LoS, so I wanted to balance that by making it dangerously small. Sorta like the sniper spawns on Prisoner, but with better LoS and even less room to move around.
    As for the Concussion Rifles/GLs, I'm not sure I want to keep them. I just wanted to make sure there were enough weapons around. What do you think? Pull or replace?

    And as for the long LoS, that was something I was going for. I tried to balance it with minor obstacles like the tunnel braces, and the middle section breaking the map into two big long corridors. Obviously it would suck to be on foot out in the middle of the map, but that's true of many maps. There aren't any spawns in the middle, so the only way you're going to get stuck out there is if you make a bad judgement call or you get knocked out of your vehicle.

    Oh, and I might just take you up on that testing, once I do a little more tweaking based on this feedback and anything else I get.

    I felt the GL would be more effective too, but then again I haven't had too many hog/CR encounters to compare with.

    The circular ramps are holding sender nodes, not two-ways. The receivers are up in the top mid. And yeah, the towers are kinda cramped, but they feel roomy enough to walk around and they function like ledges more than platforms. They just have a handy lip to keep you from falling off all the time.
     
  6. Minion

    Minion Forerunner
    Senior Member

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    How would they be campable? People can throw grenades or fall from the top of the circle, or go through the teleporter backwards. I don't think camping is ever a problem in reach, unless it is infection. The lights should be improved, they look out of place, and add more colour. Other than that it looks great.
     
  7. WhackyGordon

    WhackyGordon Forerunner

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    It's actually a one-way teleporter, so camping isn't an issue at the sender nodes. I kept them all on the same channel too, so the endpoints aren't as campable. As for the lights, where do you think I should move them? I was just trying to keep them in the middle to aid navigation.

    [br][/br]
    Edited by merge:


    Alrighty, CRs/GLs removed, light balls removed, and more. Updated OP.

    [br][/br]
    Edited by merge:


    Updated again.

    [br][/br]
    Edited by merge:


    Updated again - this one is an overhaul
     
    #7 WhackyGordon, Apr 29, 2012
    Last edited: Apr 29, 2012

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