Ascended (Ascension)

Discussion in 'WIP - Works In Progress' started by CaptnSTFU, Dec 6, 2012.

  1. CaptnSTFU

    CaptnSTFU Ancient
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    Map supports so far Infinity slayer, Slayer pro, and CTF, working on KOTH and others.

    Intended for at most 3 teams no more.

    Map Ascended is in my fileshare (CaptnSTFU)

    So i thought id make this for the Forgotten Treasures contest but alas i don't think i'll submit it. Why you ask well its not a true blue remake, i altered a bit of the physical structure of Ascension as i went and well it turned out really good just a tad bit different. Anyway here is the pics.

    [​IMG]

    Here is a look at middle of map, as you can see its a little bit different than before, mainly due to the terrain options of Ravine.

    [​IMG]

    Here is a look from top big tower, the tunnel side (left) has been altered with the addition of a War Games ops tower, don't worry its got a soft kill barrier on top so no campers.

    [​IMG]

    Just a closer look at the tunnel and the ops tower

    [​IMG]

    Look straight down banshee to mid, as you can see shotgun tunnel isn't as level as it used to be, since the top terrain is more flat i left the dish raised more for cover when sprinting over middle.

    [​IMG]

    Overview of banshee bridge and platform to big tower, i tried to keep proportion the same and oh yes the plasma pistol is where its supposed to be, look forward to an Anniversary Slayer type with the banshee back where it oughta be.

    [​IMG]

    Closer look at sniper / shotgun area, its a little more straight line than it was before but that's because certain parts don't match reach there more rounded than pointy so i improvised a bit.

    [​IMG]

    And finally my pride and joy, the default sniper tower was bulky and ugly so again i improvised except i think this turned out way better than the default piece. And yes without banshee no outa bounds can be achieved due to death barriers, if you find one let me know.

    Give me feedback and i'll make adjustments as needed, oh and hit me up for customs i love to help test and get testers to help me out as well.
     
  2. Eculc

    Eculc Ancient
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    EDIT: nevermind, they're there now.

    it looks like a pretty accurate remake. I like the aesthetic variation from Reach; I know I've seen a remake of this map already on erosion but yours looks nicer in comparison, especially with the little touches like the tower.
     
    #2 Eculc, Dec 6, 2012
    Last edited: Dec 6, 2012
  3. CaptnSTFU

    CaptnSTFU Ancient
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    ya one thing is i like the pallet from Ravine way better than Erosion, the one on Erosion does look nice though alot easier considering there is a sea stack rock on that pallet compared to Ravine but the sunny version i think looks better (although not the same as Ascension) Im glad you like it =, iv had a few play tests but need to do more to tweak it.
     
  4. thesilencebroken

    thesilencebroken Jill Sandwich
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    Looks very nice, but without OV and Banshee, it's just another faithless map to me. If you release a version where it's accurate to Halo 2, I'm all over it.

    Visually very nice though.
     
  5. CaptnSTFU

    CaptnSTFU Ancient
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    Thats the plan, just gotta make a custom variant of slayer and add appropriate kill zones so the banshee pilot doesn't go some where and snipe the whole game, wish i could make big tower as colossus as halo 2. I have budget left so mb i can do it.

    [br][/br]
    Edited by merge:


    have an updated version on my fileshare, works with koth and 1 flag ctf as well as ts, removed ordinance drops and just set placed weapons like back in the day.

    I'll update with a custom ts halo 2 gametype that includes banshee and overshield.
     
    #5 CaptnSTFU, Dec 17, 2012
    Last edited: Dec 17, 2012
  6. UberAURORA

    UberAURORA Promethean

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    I downloaded this a couple days ago and there are a few minor things that there is no reason for them to be in your forge.

    First thing is, why did you overlap the dishes in the middle when you could have just used magnets to get them perfectly aligned next to each other. They are z-fighting in the center and it just doesn't make sense because you could have easily overcame that.

    Secondly, why is the teleporter from the rocket spawn rotated 90 degrees to the left on both the entry and the exit. You come out sideways, this is just pointless. The teleporters now have a clear arrow on them that indicates the entry and exit directions. On the sender node the arrow should face you and on the exit it should point to the direction you come out.

    Otherwise, its a good remake. I just felt those things were easily preventable and detract from the experience.
     
  7. CaptnSTFU

    CaptnSTFU Ancient
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    Thanks for pointing that out the middle idk y it did that I had used magnets to lock the dishes in place so idk y they moved as for the tele's I'll fix that ASAP they were last minute additions so I must have just not paid attention. As well idk how well 1 flag ctf is going to work I need to make the gametype and test thoroughly good thing is I can tweak and update as needed. Thanks for the feedback, I'm currently forging ivory tower as well but it's a very object consuming map so I'm having to get inventive.
     
  8. ExTerrestr1al

    ExTerrestr1al Promethean
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    looks awesome. I don't mind if it's a little different from an original, so long as it enhances, and not detracts from gameplay. sometimes originals need improvement too, ya know?
     
  9. CaptnSTFU

    CaptnSTFU Ancient
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    Its pretty close terrain on top is flat now, if I'd had more tin cups to use I could have sloped it like the original. Ivory tower is going to be like you described I'm adding a few things to make it newer than the reach version, all the old nostalgic pieces will be there though like sword spawn sniper an rockets just tweaking shotgun an oversheils side.

    Thanks for the comment glad u like the way ascended looks :)


    Edited by merge:


    Ok updated version has been loaded onto my fileshare, fixed forgers flash on top mid, rotated teleporters, tweaked spawn zones for ctf and koth also added odd ball.
     
    #9 CaptnSTFU, Dec 23, 2012
    Last edited: Dec 23, 2012

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