Depot

Discussion in 'WIP - Works In Progress' started by lapiscool, Dec 4, 2012.

  1. lapiscool

    lapiscool Promethean

    Messages:
    24
    Likes Received:
    0
    Hello ladies and gentleman, if I may have your attention for a few moments.
    Bringing you guys my second Halo 4 forge map.
    Depot is a competetive map that has a Colossus (from Halo 2) feel. It is symmetrical. It has working zip-lines and conveyor belt.

    Game Types: CTF, FFA, Regicide, Oddball, Dominion

    Match-up: 4v4, 5v5, 6v6 (Can support more or less; however, I would not recommend it).

    Budget: 10,000/10,000


    Depot, A Halo 4 Forge Map - YouTube


    Looking forward to your feed back! Let me know all your thoughts and I'll provide as much explanation or tweeking as I can! Thanks amigos!


    Edited by merge:


    Bump!! (Sorry) I was informed that the file actually wasnt on my file share, so I wanted people to now that this latest version is now available! So please give it a research if you looked earlier and failed to find it. Sorry if i wasted anyone's time, I assure you that wasn't my intentions!
     
    #1 lapiscool, Dec 4, 2012
    Last edited: Dec 6, 2012
  2. Kazerra

    Kazerra I Beat the Staff!

    Messages:
    257
    Likes Received:
    5
    I ran around this in Forge and noticed a few things I find might be a problem.

    The conveyor belt, as nice as it is, doesn't really offer players any advantage at all. Was this implemented just for aesthetic reasons?

    The bottom level doesn't seem attractive to players at all. For me, I felt too exposed to the elevated positions surrounding me, and there are no power weapons or points of interest on the bottom level either. I'm worried it might become an unused part of the map.

    For a skilled team, could they not just camp on top of the zip line? It seems really high up in comparison to the rest of the map and seems to offer too much vision.

    I have no idea how this plays, though. If you ever want to playtest I'll be happy to help.
     
  3. lapiscool

    lapiscool Promethean

    Messages:
    24
    Likes Received:
    0
    Thanks for the input! (And the bump! I was pretty upset that I got nothing on here, meanwhile the same map has been at the top of the page for three weeks and everyone's remakes are getting attention while the OC drowns in its own tears.)

    The conveyor belt is only for aesthetics. The only real use I could ever see it having would be another option for cover from the higher levels.

    I am interested as to why you felt so exposed on the bottom level (aside from FFA that is). The way this map has played out in testing and how I assume it will be played in the future is this kind of back and forth fight from base to base. I do believe the cover provided gives you a way to move around and avoid fire in this regard. So I would say that I may need a bit further explanation, if you could provide, so I can understand the problem :). Also, this map is has a very colossus' feel to it (intentional, love that map). If you recall, the bottom level was rarely used for anything other than the man cannon and the ramps on each side. The bottom level is really there as more as an obstacle in objective type games.

    The zip line! This was my attempt to add another element to the map. As I stated in the video, this absolutely a HIGH risk, HIGH reward option. So yes, a skilled team could just camp the zip line; however, the opposing team can choose to run the flag or ball other routes. (This obviously is assuming comparable skill level for both teams; because lets face it, if one team possess more skill than the other then it isn't a fair contest to begin with).
     
  4. RegardlessDolan

    RegardlessDolan Promethean

    Messages:
    89
    Likes Received:
    0
    >Howdy-Doodly everyone!

    *leaves thread*
     
  5. AnotherClaymore

    AnotherClaymore Forerunner

    Messages:
    167
    Likes Received:
    0
    We ran a CTF game in our Playtest lobby with this map last Monday (we're having another one tonight @ 5pm CST *plug*) And I thought it played well, with almost any map with high/low areas ... The higher elevations is where more of the action takes place. I didn't see any problems with that. If you want to drive more action you could put a powerweapon/powerup (invis colousses style) down there somewhere but don't think it's nessasary. Great job on this one it will prolly become a regular in the Playtest lobby rotation, keep it up!
     
  6. lapiscool

    lapiscool Promethean

    Messages:
    24
    Likes Received:
    0
    Gooby pls. Fixed just for you. I hope you find this thread more tolerable now!
     

Share This Page