Hidden deep in the rubble of an ancient impact crater, this secret UNSC facility serves as a supply station for ONI prowlers on deep cover missions. A safe place hidden from enemy eyes, It doesn't even exist except to the highest of ranks, and in the most classified documents. Boasting a full suite of repair, refueling, and resupply facilities, this station serves as a place for crews to brush up on the latest intel, as well as get some much needed R&R. Stripped away most of the exterior, hopefully this shows the interior a little better. Built for Infinity Slayer, SWAT, and CTF. Supports 6-10 players. Currently undergoing testing. Better pictures will come along whenever file browser goes live, testing is done, and I can post an official thread. Thanks for looking!
Just played this. I think this map should be in matchmaking! D It looks like it'd be a ton of fun for slayer and oddball.
Looks like a promising design, I like the more unique qualities of it especially such as the use of Impact exclusive pieces in a cleanly forged way. Most maps that I see using them simply look out of place in general. Are there any trait zones or such implemented?
looks really nice you can tell you got inspiration from halo 2 ship from the 2nd picture. was trying to do the same thing in reach but i just suck at making things look nice like that
Thanks for the feedback guys. I've submitted it to the TRC Guild for testing, hopefully I'll get some feedback on that soon. I'm also running my own tests, whenever I have enough friends online that is. I got into serious forging with Reach, after messing around a little bit in H3. I was late to the Reach party though, I didn't get XBL till the game was almost a year old. With H4 being brand new hopefully I can make a push to get a map or two in MM. Positive feedback like this totally gives me a reason to keep at it. Yeah quite a few actually. All the exterior spaces, including the ship, have low gravity and a slightly increased jump height. I used trait zones instead of gravity volumes, because volumes weren't big enough, and odd things happen where they intersect. I also discovered that a trait zone set to normal gravity will cancel out a low grav trait zone. Hopefully I can incorporate that into a later map.