Halo 2: Burial Mounds

Discussion in 'WIP - Works In Progress' started by III Specia1 K III, Dec 28, 2012.

  1. III Specia1 K III

    III Specia1 K III Promethean

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    Burial Mounds... Resurrected for Halo 4
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    This map has been fun but also very challenging to recreate. I hope you guys enjoy using this for your custom games. Please feel free to test this and give me your feedback, and I will continue improving on it as often as I am able. As improvements are made to the map, I will be re-uploading newer versions of the map to my file share, so I would recommend checking the date/description to ensure that you get the most accurate version possible.

    Players: 4-16 (caution: split-screen and Halo 4 don't mix well)
    Supported Gametypes: All (except Dominion) are supported.
    Weapons and Spawns: Two variants of this map exist. "Burial Mounds" has classic weapons/spawns (no ordinance) for classic/throwback gameplay. "Requiem Mounds" has ordinance drops for Infinity gameplay.

    To download:
    Press Start > "File Browser" > "Map Variants" > "File Share Search" > "Gamertag" > Type "K3N0S1S" (all vowels are numbers) > "Search" > "Burial Mounds" > Press Y > "Download"


    These shots were taken with my iPhone... Better shots will probably come later, when the file share service is up and running.
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    #1 III Specia1 K III, Dec 28, 2012
    Last edited: Jan 19, 2013
  2. CK CUJO

    CK CUJO Ancient
    Senior Member

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    To anyone who visits this post, this should be a definite download. It instantly feels like Burial Mounds and it's very easy to navigate. I really love how you were able to incorporate some of the natural terrain. It gives it a very nice, earthy feel. No one likes to see a map made entirely of forge pieces if they can help it. Very nicely done!
     
  3. Tycho

    Tycho Forerunner
    Senior Member

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    I see you didn't take my advice for the rib cage, oh well...still a nice remake though. Probably will remain the best Burial Mounds if anyone else decides to make it.
     
  4. PA1NTS

    PA1NTS Forerunner
    Forge Critic Senior Member

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    The only thing thats throws me off is the lack of warthog trenches from the original burial mounds. Without them, it looks a bit too open on the side of the map with the Beam Rifle. Structurally, good choice of pieces. Feels pretty accurate.
     
  5. III Specia1 K III

    III Specia1 K III Promethean

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    Thanks you guys! Please let me know if you're able to test it, and I will continue to update and improve on things as I'm able.

    I need to update some of the pictures, because the base has been updated with some new aesthetics and now looks much better. It no longer looks like just a bunch of plain blocks.

    And also, I was able to add spawn zones and anti-spawn zones where needed (thanks Cujo!), so CTF should work much better now. At some point I may look at modifying the ribs as well. Not sure when, though.
     
  6. hiddengamer

    hiddengamer Forerunner

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    I really like that you used Ravine for your remake, looks nice. I looked around in forge for a bit and have a few suggestions if you don't mind.
    -with the permanent gray "railings" in front of the main base, I'd recommend adding in slants so you don't have to jump over them. Maybe use 5x1s?
    -the left route to the base feels a little tight, maybe move the ribcages a bit towards the ghost.
    -the angle of the beam rifle area feels a bit off.

    Also, while testing in forge, I spawned at a single respawn point below the map structure. Idk exactly where it was, and it is probably in a kill zone, but get that checked out. Otherwise looks great! Hope I helped you out.
     
  7. III Specia1 K III

    III Specia1 K III Promethean

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    Thanks! I was able to delete the rogue respawn point and adjust the rib area near the ghost. As for the beam rifle area and the railing pieces, hopefully I'll be able to look into that sometime soon.

    [br][/br]
    Edited by merge:


    There is a new version of this map in my file share in case anyone is interested. The changes I made are not seen in any of the photos; hopefully I'll be able to upload new pics soon, though.
     
    #7 III Specia1 K III, Jan 10, 2013
    Last edited: Jan 10, 2013
  8. Indie Anthias

    Indie Anthias Unabash'd Rubbernecker
    Senior Member

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    Hi, I was looking at this in forge today, really well done. If you're still up for making improvements I have one suggestion, but I don't blame you if you don't because it's not overly important.

    There is the one place inside the building where you use a trait zone to help jump up to the ledge, I recommend you don't do that. Just make the ledge a bit lower instead. The way it's slanted, you should only have to extend it a little bit and the difference would hardly be noticable.

    The reason to not use a trait zone is that there is a glitch that makes it really hard to set fields you aren't targeting (everything except jump height in this case) to "unchanged", and having everything set to default is not the same as unchanged. In SWAT for example, someone standing in that trait zone would get normal shield settings, and not be a 1-shot kill.
     
    #8 Indie Anthias, Jan 19, 2013
    Last edited: Jan 19, 2013
  9. III Specia1 K III

    III Specia1 K III Promethean

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    Thank you for the kind words and for the suggestion. And I really like your Ghost Town remake, by the way; it's awesome!

    I actually had no idea that the trait zones could affect SWAT like that. My next update will include fixing that area so that a trait zone will no longer be required.

    And on a different note, ALL gametypes except Dominion are now supported on this map. I do, however, need some testing done for different gametypes if anyone is up for it (especially CTF), as I would really like to have all bugs worked out before the file share really starts working on the 29th. Don't know about everyone else, but I'm looking forward to the search features working again.
     
  10. theSpinCycle

    theSpinCycle Halo Reach Era
    Senior Member

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    I played a Burial Mounds remake yesterday - pretty sure it's this one; the piece usage is rather similar.

    Spawning was god-awful. I never spawned away from my initials. The entire game. Even when my opponents were right there and my teammates were dying. My guess is that you have a strong spawn zone in that particular area.

    Apart from that lone issue, I found this one rather interesting. I can't say much about the trueness to original because my memory is fail, but if your natural terrain was faithful to the original, kudos to you.
     
  11. Indie Anthias

    Indie Anthias Unabash'd Rubbernecker
    Senior Member

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    lol... I can't believe nobody's said anything about this sooner, and I didn't even notice when I was in forge.

    You have a total of 15 respawn points, that's not nearly enough. The number should be closer to 100 than 15. Spawn systems can be tricky but this is a basic requirement. I can tell you all my wisdom on spawning if you're interested, but it isn't very much. There's lots of information and opinions to be found here.
     
    #11 Indie Anthias, Jan 19, 2013
    Last edited: Jan 19, 2013
  12. AussieForger

    AussieForger Promethean

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    prisoner in halo ce has like over 200 so yea get some more spawns for sure otherwise people wont spawn in your map if u have 16 players and only 15 respawn points lol.
     
  13. III Specia1 K III

    III Specia1 K III Promethean

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    Sorry you guys. Thanks for pointing that out to me... I honestly thought I had used spawns similar to what were in Halo 2, since I had used my Halo 2 copy to find where spawn points were.

    While I don't have 100 spawns, I know for certain that I have 16. You might have missed one (outside, near the front of defending base) when you were looking, but that's beside the point... lol

    I'll turn on Halo 2 sometime, check again, and update the map accordingly. :)
     
    #13 III Specia1 K III, Jan 20, 2013
    Last edited: Jan 20, 2013
  14. Fragsturbait

    Fragsturbait Forerunner

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    I was actually gonna bring up spawning too. I left some feedback for you over on Waypoint too. Short story is that while you have enough respawn points for both teams, there needs to be more, and they need to be scattered around the map. I'd recommend groups of 3-4. Under bridges, in tunnels, behind ribs, next to the tower. Sorry if this seems harsh. Otherwise it's a great map, but spawning is broken broken broken.
     
  15. III Specia1 K III

    III Specia1 K III Promethean

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    Oh no, I don't find it harsh at all, but rather helpful. Constructive criticism is always a good thing, especially since this is my first forge, and there are lots of things I'm still learning in the process. As of last night, I have begun adjusting spawn zones and adding a LOT more spawn points, many of which have been placed in the locations you specified.

    The way I see it, this map is for the community, so I want the community to have the best remake possible. So I appreciate all feedback and will continue to update the map as I hear from you guys, especially as we look forward to the file share officially going online on the 29th.

    But anyway thanks, you guys, for your help. Hope you're able to enjoy the map when all is fixed.
     
    #15 III Specia1 K III, Jan 20, 2013
    Last edited: Jan 20, 2013

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