KERNAL created by SecretSchnitzel and Xx Overkill VR Download Kernal here. KERNAL VIDEOS Kernal Walkthrough - YouTube Slayer Evolved on Kernal - YouTube Description: Kernal is an inverse symmetrical arena style map where the outside of the map flows clockwise and the inner part of the map flows counter clockwise directing players towards the middle. The map features a center “core” which is connected to two opposite corners of the map by four walkways. The center core is three floors high with the bottom being a “pit” of sorts which is where most of the traffic flows. A grenade launcher is placed in the center on the ground floor, snipers are found at the opposite corners that are connected to the walkways and an overshield is featured in the center structure on the second floor. RING 1 RING 2 RING 3 The name itself is a common misspelling of the word “Kernel” and was done intentionally as a way to embrace the word and bring it into its own light. Kernal seemed fitting because of the central tower which gives a power core vibe and with the four walkways extending from the central structure which act much like power couplings of sorts. The overall theme and aesthetic behind the map is that of a forerunner facility and the large walkway forge pieces helps bring it to fruition. Players familiar with the multiplayer of the Halo series will find a striking resemblance of this map to Halo 3’s Assembly; this is intentional. The initial design somewhat resembled that of Assembly and, after some conscious effort, it was further inspired by it. In the end, Kernal is an idealization of the Halo 3 map since it improves the flow around the entire map as well as making the bases less fortified and thus more balanced. Assembly featured awkward or otherwise overpowered areas of the map but Kernal combined those two individual flaws into one that was balanced and duplicated it into symmetry in the form of the "Carbine Tower". The map is described as having four walkways that lead to two opposite corners. Some may be confused as to why two walkways lead to the same corner of the map but this is one of the most interesting elements of the map and must be explained in detail in order to do it justice. Kernal’s most distinguishing characteristics are the heavy use of lines of sight and the directed flow of player movement but most importantly is how these two elements interact with one another. The walkways that connect the two opposite corners of the map are offset by 45* and also on two different floors. When the walkways reach the center there is a gap that players must jump over to continue traversing the path which breeds interesting gameplay by allowing players to drop down as well as provide lines of sight between the floors that would not exist otherwise. The third floor walkway crosses the map horizontally while the second floor walkway crosses the map diagonally allowing for certain lines of sight to key parts of the map from specific locations. The top floor has the height advantage but it is relatively exposed, especially from the back side, which curbs the power of the position from being too dominant. Due to the exposed nature of the top walkway and the limited dancefloor, players tend to drop down to the second or ground floor. In extensive playtests it was found that players used the third floor mostly as a means of crossing to the other team’s side to contest their sniper area more so than to set up and control as a completely dominant position on the map however that is not to say it doesn’t happen. TOP WALKWAY This map features a very delicate balance of open cross map sightlines and segregation. From any given part of the map, the lines of sight were meticulously crafted to only allow certain angles on key locations. The restricted angles promotes player to constantly move into different positions to better respond to the enemy. No position is overpowered and each one is balanced with the appropriate drawbacks allowing for each position to be countered by direct or indirect action. Either the position is exposed and thus less favorable or it has restricted angles of view on certain areas which can be used as a means to approach or avoid. Segregation is created by the central "core" structure and the large walkway pieces extending from it as well as the actual walkways that players traverse. The large walkway pieces break up the line of sight and offer cover forcing players to move and work around them when trying to cross map. The walkways on the second and third floor break the line of sight on a vertical axis; if you are on the ground floor you can use the walkways to cut the line of sight of an enemy on a higher elevation. The more prominent line of sight segregation on the map is from the bases. The bases are obscured from a large section of the map, however, they are also extremely vulnerable. The basements are fairly exposed to the rest of the ground level on the map and easy to access. The second floor entrances are wide and angled in a way so that attacking players can easily pie open the door with a tactical entrance. Furthermore, there is a cross map line of sight from door to door between each base. Players on the third floor walkways have a limited view of the doors due to their height but can easily bounce grenades deep into the bases. COURTYARD TO BASE SNIPER TO BASE Movement options on Kernal are plentiful and allow for the freedom of movement which has since been lost in the Halo series. In front of each base is a divider that is used as a jump up that takes players to the doors of the base. This divider can be used as cover as well as a means of jumping around and “juking” players in the base. When going around the front of the base to flank, one can double back(juke) and pie open the previous door to get the drop on the players inside since they would expect you to come from the other side thus giving you a better angle on them. FRONT BASE The basements of the bases are relatively open; the back of the basement has ramps leading up to the floor above and opposite the ramps is a grav lift that throws players right in the middle of the main section of the base. A health pack is found at the base of the ramps as well as a plasma pistol. The basement has two options of movement not counting the jump up on the front of the base, which is but a few steps away, enabling the player to the freedom of choice. Each path has its benefits and drawbacks making it very important to weigh those factors quickly in a heated battle. BASEMENT STAIRS BASEMENT GRAVLIFT TOP AND BOTTOM BASE Coming out of the base on the left side players will find themselves in a short passageway, essentially an underpass. This path is designed to be one of safety with the most cover however it is only for a short distance as once you exit the tunnel that houses the Needler you will be in the enemy’s “courtyard” and fully exposed. This path is directed in a clockwise direction going from segregated and safe to fully exposed and dangerous. Since the map is inverse symmetrical coming out of the base on the right side puts you right into the courtyard which is the other end of that Needler tunnel. A health pack is found near the Needler below where the sniper is found. BASEMENT TO NEEDLER NEEDLER TO BASEMENT The courtyard has a ramp that leads to the left side of the base and has a large walkway piece as cover to dance around providing the area a means of protection and not be hopelessly exposed. From here the path leads through the base and circles around to the right side of the base on the second floor. This is where the sniper spawns, at the base of a large walkway piece. The large walkway is in a corner but away from the wall allowing players to dance around it but at the same time cannot be abused since there are no significant lines of sight from this location. COURTYARD There is one significant line of sight in this general area however and that is along the path of the walkways that lead into the core allowing for cross map sniper to sniper battles. As mentioned in the introduction, an Overshield spawns on the second floor in the core so it may get in the way of the line of sight all the more reason to push up and grab it. From the sniper spawn, following the wall moving clockwise, there is a ramp leading up to the third floor walkway; this area is called “carbine ramp” since it looks a lot like the one on Sanctuary and, rightfully so, is where the Needle Rifle spawns. SNIPER CARBINE RAMP There are ramps on the inner part of the map which are angled counterclockwise and are the main way for players to get off the ground floor other than using the jump up in front of the bases or going through the basements. Having said that, the map features a jetpack at each base to allow an individual to move against the established flow; this freedom of movement is often times more useful and more disruptive than any power weapon. Controlling and effectively utilizing the jetpack will be the key to success and, when playing as a team, it demands teamwork since only one player can use it at any given time unless the enemy jetpack is stolen which in itself is a goal in any gametype. ELBOW The intersection of the clockwise and counterclockwise flow on top of the inverse symmetry of the map yields constant criss crossing flow patterns across all three floors. This element, unique to Kernal, forces teams to work together and position themselves dynamically in order to control the map. The design encourage teamwork through positioning and communication; lone wolves will be out of their element on this map. Having said that the map plays FFA gametypes very well due to the constant action and balanced power positions. Since the map features a jetpack as a pickup and a power up it is not a typical Reach map. There are many benefits to using AAs and powerups; from influencing map movement to fostering unique gameplay, these are tools that promote healthier gameplay overall since it adds depth to the game. Typically maps that feature AAs on the map are not meant to be played with regular loadouts since it defeats the purpose of providing a certain ability for the players to contest and have the entire map designed around that aspect but this map does support regular loadout gameplay well. The spawn system utilized by this map is semi-static in Slayer and static in two sided objective gametypes. There is a weak team influence on both sides of the maps set to the respective teams that forces players to spawn there unless their base is overrun which at that point they will spawn either in the middle or, if that area is not safe, at the other base however this is only under extreme circumstances. Due to the nature of the map, spawns for slayer cannot be static otherwise there will be no way for players to defend themselves from inside the base since there will be sightlines directly into their spawn making it too overbearing to overcome. Weapons on the map feature: 4x DMR 2x Needle Rifles 2x Needler 2x Plasma Pistol 2x Snipers 1x Grenade Launcher 2x Frag Grenade 4x Plasma Grenade 4x Health Pack 1x Overshield I hope you enjoy the map as much as Secret Schnitzel and I have enjoyed creating it.
Looks great, the Slayer game looks like it would be fun to play. I'm wondering, how well do objective games, like CTF, work? It looks to be more set up for Slayer than objectives. But this is just on inspection, not actually playing the map.
Some banter: "The name itself is a common misspelling of the word “Kernel” and was done intentionally as a way to embrace the word and bring it into its own light." Lol, I call BS, but whatever. Just because it started off as a misspelling doesn't mean you had to stick with it. People do it all the time here and I find it sort of funny how they all claim it was intentional. Why embrace and bring to light a misspelling of a word? That's like saying, "You know what, people misspell 'definite' as 'definate' all the time. I'm gonna embrace it and tell everyone I know to start spell it wrong, too. It's time to bring to light the superiority of this common error for the good of the people!" The paragraphs of text inbetween each picture really make it hard for me to just soak in the map and its layout. It's not really necessary to describe routes, LoS, and game-play intent for every single one. Most of the time, the descriptions are more confusing than clarifying anyways. Smartly ordered pictures help far more for letting someone get an idea of which areas flow into eachother. For instance, "Basement Grav Lift" would be better placed before "Basement Stairs" because we are able to directly connect pieces seen from "Front Base" to those seen in that image. Anyways, focusing back on the actual map: Though the map doesn't take any particular risks in the symmetrical 2-base department, all of the elements work well together and result in some fun, fast-paced game-play. The Forging is very clean and streamlined, with a few original aesthetics to boot. I haven't played this in at least 1 1/2-2 months, so I don't know what kinds of changes have been made since then. One issue that I had in particular with this map back then was that I never felt like I had to push forward out of the bases. Snipers were located close enough that I could nab it real fast and retreat back inside, leaving the OS (formerly Camo, wasn't it?) as the only real incentive for leaving since the LoS from the base doors were/are pretty good. In one particular game the entire Blue team was hanging out by their bases' main entrances, not bothering to push up at all for a few minutes. Hopefully measures have been taken to quash this. Other than that, the map is solid. I hope to get a game on this sometime in the future so I can see the any changes made since my last game first-hand.
I do also recall that entire team getting smoked when the opposing team pushed in with the OS... There's nothing wrong with one guy or two sitting back, but if the whole team tries to camp the base, they're asking for a bucket load of trouble. I'd consider this more of a 4v4 objective map though than a Team Slayer. Neutral Bomb is pretty damn fun, as is CTF.
Usually for small maps such as this verticality is heavily needed and u imputted that excellently in this map. Gameplay looked smooth, the map was solid and aesthetics were pleasing. Im not a fan of lights, but the map is very well done anyways. Goodjob and i cant wait to play this.
You say that like you know anything. I told him it was his map but he credited me with the coforge. I denied but he insisted. Take it up with him and refrain from attacking people with your ignorance. Good day. Edit: That is why he himself credited me in his original map preview right? http://www.forgehub.com/forum/reach-forge-discussion/138813-kernal.html
Well, I designed and built the bulk of the map. Originally I had asked Robb to come in to help set up gametypes and the coliwall flooring, as he's good with those things. He suggested some changes, some bigger than others, and I implemented a good number of them. Essentially, the map wouldn't be the finished product without him so I considered it a co-forge.
ah, i remember this map. The middle atrium is really nice, but the bases (inside and outside) are dull and without depth. They are pretty much like H3 Assembly's bases and could use a nice revamping to compliment the middle structure better. It's almost like Gears of War spawning, which you spawn in the base each time and push out.
All objective gametypes play better than slayer due to the focus on player movement to certain areas of the map and how it adds more depth to the gameplay. Neutral Bomb and 2 flag are especially great.
I'm sure the OS helps a ton. I believe it was still Camo the last time I played, which didn't do much to help. 2-Flag was definitely a lot of fun from what I remember. I'd love to play some Neutral Bomb- definitely one of my favorite gametypes.
So we're trying to figure out who has the version that should be linked to... Need to compare the spawn zones from my copy with those of Overkill's latest copy. And a few other tidbits.
Interesting, I thought this map was very enjoyable when I played it and I love how you implemented the verticality into the map.
I really like the way this map looks. I can't say I've seen anything quite like it. The middle "core" is definitely what got me. I will give this map a download and check it out.