Artificial (High Noon) Hi So, with all the smackdown entries flying about I got pretty pumped to make a 1v1 map to see if I could compete against some of the beautiful maps that Forge Hub gets added daily... but with that said, I also hate Forge World now and figured if I'm going to do one, I may as well make it stand out by using a map someone else probably won't use. I've since noticed you can't submit DLC maps in smackdown! (DOH!) But, nevermind... I've found Artificial to be quite entertaining and it plays rather well. It's only had a few playtests and the biggest concern at the moment is the Rocket Launcher that is set up high in a low traffic region of the map, so it's subject to change! UPDATED! v1.95 - Download Link Fixes - Spawn system has been altered to fix the double spawning of players on top of each other when two players die in the same location. - Team spawning has been configured to correct the CTF spawns. - Players will now be allowed the chance to spawn in a neutral, out-base, spawn when their flag is away from home. - Grenade launcher respawn timer increased to 150s. - Teleporter direction reversed. - Z-Fighting occurances have been fixed. - Spawn system has been configured to allow for predictable spawning. Red death = Blue spawn, Purple Death = Gold spawn, vice versa. In the event of FFA gameplay, the spawning system is often rotational dependant more on other player positions. - Small hole has been filled behind plasma grenade spawn. - KOTH & Headhunter gametypes have been set up. - All objective markers have been configured to spawn only in their respective game modes. Overview - Mouse over to rotate to view from opposite base. [mouseoverimage=http://img267.imageshack.us/img267/1609/overviewb.jpg]http://img15.imageshack.us/img15/592/overviewa.jpg[/mouseoverimage] UPDATED! v1.4 - Download Link v1.4 Spoiler Pictures (Updated, Mouse-over for comparison): Purple Room [Mouseoverimage=http://img809.imageshack.us/img809/1141/purpleold.jpg]http://img21.imageshack.us/img21/4171/purplet.jpg[/mouseoverimage] Orange Room [mouseoverimage=http://img6.imageshack.us/img6/705/sniperold.jpg]http://img9.imageshack.us/img9/2116/sniperyv.jpg[/mouseoverimage] Central Room [mouseoverimage=http://img38.imageshack.us/img38/6066/centralold.jpg]http://img12.imageshack.us/img12/7107/centralwy.jpg[/mouseoverimage] Plasma Rifle Spawn (Previously Overshield) [mouseoverimage=http://img594.imageshack.us/img594/9844/overshieldold.jpg]http://img11.imageshack.us/img11/6888/overshieldc.jpg[/mouseoverimage] Red Base [mouseoverimage=http://img442.imageshack.us/img442/5626/redold.jpg]http://img269.imageshack.us/img269/6725/redfg.jpg[/mouseoverimage] Blue Base [mouseoverimage=http://img837.imageshack.us/img837/9307/blueold.jpg]http://img201.imageshack.us/img201/7917/bluezy.jpg[/mouseoverimage] Extra Pictures: Red Flag Spawn Blue Flag Spawn New Sender Node New Receiver Node Action shots: Fixes: Removed Rockets - Replaced with Grenade Launcher (2 spare shots, 120s respawn) Removed Overshield - Replaced with Plasma Rifle (Default spawn) Added Objectives - Capture the Flag (Multi-Flag), Oddball. Added support for more players - 5 Player FFA, 2v2 Team. Colour coded rooms. Switched from Two-way Teleporter system, to One-way Teleporter system. Added dynamic and team spawning (still testing) Increased Frag Grenade and Plasma Grenade spawn timers (45s, 60s) Dropped entire map 2.0 coordinates down to eliminate possibility of reaching invisible barrier in player mode. /update V1.0 Here's some screenshots: Spoiler Rocket Spawn (180 respawn, 0 spare clips) Overshield Spawn (120 respawn, Place at start: no) Sniper Spawn (150 respawn, 0 spare clips) Central transition room "Red" base "Blue" base Hope you like it, and any feedback is appreciated. The teleporter system currently is two-way and flows from ground-floor rocket room, to top-floor sniper room and back. It may be altered to one way from Rockets to Sniper. There are two tactical jumps off the two Tombstones which allow for better map flow. Spawning is dynamic and the map is only set up currently for Slayer. It may support 2v2. I've placed starting points, but I haven't tried it out. FrozenGoathead has played a 5 player FFA on this and enjoyed it (LOL), so whatever floats your boat. It currently plays a lot like Halo: CE style gameplay and plays best with no Armour Abilities or Radar present. It also reminds me a lot of Quake II 1v1s I used to have when I was younger, so it's almost nostalgic to me. Thanks go to (below) for helping with testing so far... FrozenGoathead Blood Gulch Surchin ♥ Sky Demigod RayRaywa Fenntastic89 Enjoy
Invite me for testing, I'll be happy to lend my services to this beauty. The map looks fun, though I am not fond of your shiny floor with the sniper spwan nor the rockets.
From the one test we did where you completely raped me 3:1, I have to say, rockets and shields are just not doing it for me. It may just be my opinion but I say possibly having the shields replaced with a custom powerup that gives you less shields or something and maybe a grenade launcher instead of the rocket... also, I could not find the rocket if you payed me to. And that's "Surchin <3" to you!
This map was extremely beautiful. I was awed by the surroundinds and atmosphere that were epic and arousing. I spent a good amount of time just looking at the lightning in the sky. When I played a 1v1 match, I noticed that if you control the map in the beginning, then you dominate the rest of the game. (Or it might have been because I suck). I can't tell if you changed it, but there was a dead end room in the oversheild area that I thought was a bit harmful for flow. The 5 person FFA was cool cuz I just camped on the top corner and chunked grenades in the middle of close 1v1 fights.
I must say, I'm impressed. This is the best use of the High Noon pieces that I've seen yet. Now I kinda want to make a map on High Noon. What area of the map did you use to get that lighting? It looks like it was pretty much a non-issue on this one.
Ha thanks The map is forged at the very top ( I've actually found a part where jump height is restricted so I need to move the whole map down a little bit!) there are a few lighting problems in blue base, but with the other lights and glow I've created it's not really noticeable until you already know its there. Surchin; I started a forge game first to show you where everything was but you ran away! The rockets spawn above the teleporter (as per the picture) lol. Frenchyyy; yup, will do next time you're on FrozenGH; yeah, it has been quite easy for me to control the map. The best 1v1 I had was against blood gulch and i won 15-9. It may have had a different outcome if my Internet wasn't crippled so he could actually shoot me for a change. The newly included upper area in blue base balances out the spawning a lot more and provides a lot more ground to cover so controlling the top isn't as easy as it was before. Issues: I'll be creating a version with the one way teleporter system, extended spawn on the overshields and GL instead of RL () I really wanted rockets in this map though!
First off, it's just as beautiful as others have said. Really nice, cohesive aesthetic going on. But I'm not a huge fan of the top red ramp bit. For one, you've got a soft ceiling at the far top of it, which just makes it weird. Second, my first instinct when I ran around this area was to try and hold it, with Sniper if possible. I feel that the cubby shouldn't be so deep, in fact about the depth required to avoid the soft ceiling, perhaps even a little less, basically something easier to nade in to consistently if someone is being pesky up there. Instead of the ramp you could have a lift up there. It already has a good position for getting OS, and nice high routes to both Sniper and Rockets, it doesn't need to be even slightly holdable by ducking in to that cubby imo. EDIT: I need to read the OP, both OS and the soft ceiling are gone.
UPDATED! v1.4 - Download Link v1.4 Spoiler Pictures (Updated, Mouse-over for comparison): Purple Room [Mouseoverimage=http://img809.imageshack.us/img809/1141/purpleold.jpg]http://img21.imageshack.us/img21/4171/purplet.jpg[/mouseoverimage] Orange Room [mouseoverimage=http://img6.imageshack.us/img6/705/sniperold.jpg]http://img9.imageshack.us/img9/2116/sniperyv.jpg[/mouseoverimage] Central Room [mouseoverimage=http://img38.imageshack.us/img38/6066/centralold.jpg]http://img12.imageshack.us/img12/7107/centralwy.jpg[/mouseoverimage] Plasma Rifle Spawn (Previously Overshield) [mouseoverimage=http://img594.imageshack.us/img594/9844/overshieldold.jpg]http://img11.imageshack.us/img11/6888/overshieldc.jpg[/mouseoverimage] Red Base [mouseoverimage=http://img442.imageshack.us/img442/5626/redold.jpg]http://img269.imageshack.us/img269/6725/redfg.jpg[/mouseoverimage] Blue Base [mouseoverimage=http://img837.imageshack.us/img837/9307/blueold.jpg]http://img201.imageshack.us/img201/7917/bluezy.jpg[/mouseoverimage] Extra Pictures: Red Flag Spawn Blue Flag Spawn New Sender Node New Receiver Node Action shots: Fixes: Removed Rockets - Replaced with Grenade Launcher (2 spare shots, 120s respawn) Removed Overshield - Replaced with Plasma Rifle (Default spawn) Added Objectives - Capture the Flag (Multi-Flag), Oddball. Added support for more players - 5 Player FFA, 2v2 Team. Colour coded rooms. Switched from Two-way Teleporter system, to One-way Teleporter system. Added dynamic and team spawning (still testing) Increased Frag Grenade and Plasma Grenade spawn timers (45s, 60s) Dropped entire map 2.0 coordinates down to eliminate possibility of reaching invisible barrier in player mode. /update [br][/br]Edited by merge: Lol, thanks Peg Yeah, I've literally just updated that!! You're on it like Sonic, man! The soft ceiling/boundary thing was removed, alongside OS and Rockets. I get what you mean about it being a little deep, but I need areas for safe spawning, and that little cubby-hole is quite beneficial when a team starts controlling the map :/
I think swapping out OS will help the situation a lot tbh. I also like the sound of GL more, will have to give it a whirl.
I've updated the thread with a v1.4 download link. I've recently changed the spawn system, and haven't yet tested it... so if you get to play it before me (and I'm going to be away for the next 5 days, so that will be likely), please post me some feedback on how bad it is
Thank God!!! Something that looks decent for the contest dude. Remember to tag it RFNC1HALO4. Anyway the maps textures and colours look incredibly fresh. Great job it looks absolutely superb. Spawning on small maps like this is really the only issue but i'll just have to test it to make sure
These pieces make such a more interesting and cleaner looking map than forgeworld. I'm sad the lighting and pieces from this weren't forgeworld. This looks pretty awesome man. I am particularly fond of how much color you added.
Thanks, guys. There is a more up-to-date version currently on my fileshare. Items have been colour-coded to their areas now instead of being all gold (like in an old previous version). The spawning is currently the biggest issue as a system needs to be created where a bad spawn doesn't occur on each game played as it currently does. Grenade Launcher spawn timer has been increased to 150s as well... so if you can, download it and play it and let me know any thoughts/problems. Cheers.
I'm almost inspired to try to forge a map on Hang em high (I created a few on Headlong). Some of those pieces look freaking awesome, such as the well-lit pieces and the single-textured gray pieces. I really hope Halo 4 has more single textured pieces because that is part of what killed aesthetics in reach.
The pieces are exactly the reason why I decided to Forge on High Noon. It creates a much more cleaner map and I've remade this map on Forge World to see how it transists and the map itself looks pretty horrible. The atmosphere and pieces are definietly what makes this map 'stand out', but the gameplay is still what makes it an enjoyable 1v1 experience. UPDATED! v1.95 - Download Link Fixes - Spawn system has been altered to fix the double spawning of players on top of each other when two players die in the same location. - Team spawning has been configured to correct the CTF spawns. - Players will now be allowed the chance to spawn in a neutral, out-base, spawn when their flag is away from home. - Grenade launcher respawn timer increased to 150s. - Teleporter direction reversed. - Z-Fighting occurances have been fixed. - Spawn system has been configured to allow for predictable spawning. Red death = Blue spawn, Purple Death = Gold spawn, vice versa. In the event of FFA gameplay, the spawning system is often rotational dependant more on other player positions. - Small hole has been filled behind plasma grenade spawn. - KOTH & Headhunter gametypes have been set up. - All objective markers have been configured to spawn only in their respective game modes. - Configured to 'support' up to 6 players. Six players on this map is overly hectic and shouldn't be taken seriously. Overview - Mouse over to rotate to view from opposite base. [mouseoverimage=http://img267.imageshack.us/img267/1609/overviewb.jpg]http://img15.imageshack.us/img15/592/overviewa.jpg[/mouseoverimage]
This map has been tested and approved by me and therefore gains the ♥ Sky seal of approval. I have one little thing that I dislike. The grenade launcher ammo should be increased for 2v2 play as it becomes slightly less useful with only two shots in it whereas three would make it that little bit more valuable.