Map Name: ARCUSPHERE 2.0 Gamertag: LEE C G Recommended Players: 2-6 (most suited for 2V2) Recommended Gametypes: Plays all game types except Dominion This is a remake of a map I made in Halo Reach with the same name. There are a few changes to improve gameplay, but overall it's pretty faithful to the original. It features a large domed room on the upper level with interesting lifts and drop downs that connect it to the chamber below. Check it out, and let me know how it plays and if there is anything that needs improvement. Also, if anyone ends up having some good games on it, save the movie(s) and let me know so I can download it for use in a video. Here is a video walkthrough of the original form Halo Reach. http://www.youtube.com/watch?v=UBg4qRnG61Y The locations showing multiple weapons are random ordnance drops, so the map is not as packed with weapons as it might seem at first glance. Map Overview: Red Base: Blue Base: Inside the dome: Lower Level: Thanks for checking out my map.
I remember when you did this the first time. I think it looks just as good now as it did then. Great layout and flow. And being someone who is into graphic design, I love your map overview. I need to download this for sure. Great job!
this is some of the best architecture I've seen. very nice! Only suggestion would be for the interior, to find mroe ways to let the natural light in. Can't wait to DL and try it out.
I LOVE the temple-looking building in the middle. So downloading this tonight when I get back on Xbox. Never played this on Reach, but it looks fantastic!
Looks awesome! You could use the Halo 4 Screenshot Extractor to get better screenshots. Its a work around until 343i increase Waypoint capabilities. You just have to copy your screenshots in the game to a USB drive and then do the rest on your computer. I would recommend giving them a distinguishing name because when you go to the storage settings on the dashboard they all come up as save games. It works well, I used it for my remake for FT3 contest
*sigh* Quit advertising your maps here you two... Anyway, map looks impressive. The center structure is eye-popping and the layout looks solid. Its piece usage is also pretty good. I'll have to get a game or two on this guy.
Thanks. I understand what you're saying about trying to let more natural light in. I did work on trying to get the bottom room a little less mono-colored, but it's tough creating enclosed rooms in Halo 4 that aren't bland looking. While they did a great thing with dynamic lighting, they also opened up a big problem. Areas that don't see the light end up visually boring, particularly when compared to other parts of the map that are lit. I haven't seen many (or any) enclosed interiors so far where I haven't been disappointed with the blandness of colors.
in many other games you can do ambient lighting and color that ambient light. it takes away from the need to realy on fixed lights that lag the map down. it is very unfrotunate that we can't add light where closed off rooms are concerned. we are left with needing to use window'd pieces and leaving gaps in the design. while this works okay for many maps, building on Erosion, for instance, is a real problem in this area. But because when you block of a room, that room doesn't become its own physical space, but still part of the overall space, youcan't assign an ambient light value to that room. all we can do is add that NOVA special effect to brighten everything up and then outside is way too bright. we really do need more options for lighting other than the laggy, static light balls which can't even be hidden or light values controled. I mean, why does a thing like a ball of light have a radius value if you cannot make thel ight extend further with that larger radius? That makes no sense at all and I really hope they give us something for this issue. Back on topic, your level might be as good as it can be for lighting in lower areas... and that would be no fault of your own. we work with what we have, right?
I agree with all the comments on dynamic lighting and bland interiors. I too have found that the only real workaround is the inclusion of window pieces, or gaps in your roof. It's disappointing, which is why I think we'll eventually be seeing less indoor maps. Regarding Arcusphere, I think it looks brilliant. Your piece usage always amazes me, and the way you combine it all together to form peculiar geometry is really great. Gameplay seems to have been taken into account, too - the outer walkways aren't disjointed from the map and there's plenty of incentive to wander into the centre. I think player movement won't be hindered much, seeing as you've included multiple routes to every part of the map. I'd love to get a game on this and see how it plays.
I definitely remember this from Reach. I have to say that dome is quite impressive, reminded me of some Byzantine **** we learned in an architectural history class I took last year. After seeing this in Reach I always tried making something with a similar theme but it never turned out quite as well as this. Major props. Is this the same exact layout as before though? I do remember the rest of the map feeling a bit random, if that makes sense. It just felt like several different pathways and platforms were used for connection purposes. Overall though this seems to be a nicely designed map, I'd have to get a game on it to really give some insightful comments though. Will you be testing anytime soon? Oh, and I do have a question about the 4th picture. What's the purporse of the two doors sticking out of the ground? It seems like they would get in the way more than anything else.
"Is this the same exact layout as before though?" It's almost identical to the original. The only layout change was the addition of the really short, narrow hallways on level one. Without them, it felt like the paths at the bottom of the plan were too separated from the rest of the map. "I do have a question about the 4th picture. What's the purporse of the two doors sticking out of the ground?" They are there to provide cover for players moving from the exterior to the interior on the first level. Without them, it was a bit hard to move to the interior along those halls without being easily picked off. "nothing in your fileshare? Not the servers, I can find other maps fine." Is this correct for everyone? Has no one been able to download the map? I just checked my fileshare and it shows up there. When I do a file search, however, it says no files are found. Is there something I'm missing, or should I just try to re-upload it to my fileshare?
awesome map Lee and great job on it, especially the lighting you did really good letting it creep in which is essential in Halo 4. I also agree with everyone on the dynamic lighting issue. All they had to do was make some type of indoor lighting piece system but Certain Affinity can't seem to comprehend basic important things that are needed to improve Forge. I don't think Certain Affinity even tested forging out or they would have noticed how shitty Erosion's slanted terrain is, how ugly indoor maps look (enclosed rooms without light), how hard it is to make a map look good with Erosion pieces on a map with hardly any dynamic lighting, etc.