Prisoner (Remake Submission)

Discussion in 'WIP - Works In Progress' started by Korlash, Dec 30, 2012.

  1. Korlash

    Korlash Remember Isao
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    Prisoner

    created by IKorlash

    Hello All.

    It turns out the contest requires you to have a FH thread, so here it is. Regardless, feedback is appreciated (regarding forging and accuracy). Maybe I can refine it for an actual release someday when the dang file-sharing works on waypoint.

    I took interest in trying out a remake of a map from Halo 1, so I settled with prisoner. I don't recall doing any strict remake in my time forging, but I figured I'd give it a shot. I admit, some areas are off on scaling and shape, but keeping perfect scaling would result in the messiest of forging for me (in fact, it's not much to brag about here).

    Anyways, I don't want to ramble on further, so here's the map:

    [​IMG]

    Weapons (Set as default drops):

    -Rocket Launcher x 1 (180s; 1 sp)
    -Sniper Rifle x 2 (120s; 1sp)
    -Plasma Grenade x 4 (30s) *Same locations as the original, but only 2 in each
    -Frag Grenade x 4 (30s) *Same as Plasmas
    -Storm Rifle x 1 (30s; 2sp) *Replaces plasma rifle
    -1 of each utility weapon on the map

    Powerups (Set as Initial Ordinance drops):

    -Overshield x1 (120s)
    -Damage Boost x 1 (135s) *Replaces Camo. The set spawn time will keep it from spawning with rockets besides at the start and potentially after the 9 minute mark (or before if the weapons aren't picked up consistently)

    The weapons are set as default drops because the rockets would always glitch up and spawn on the bottom in Damage boost's place (considering the direct overlap). Also, I didn't want rockets alone to spawn at default, because someone might actually forget about them. Lastly, I didn't want ordinance waypoints cluttering up the screen.

    With that said, it only supports infinity slayer variants.

    [​IMG]

    [​IMG]
    (The prongs are longer in the current version, since those were jumpable)

    [​IMG]

    [​IMG]

    More screenshots to come if I officially release the map, but that's all for now.

    To download (Start > File Browser > Map Variants > File Share Search > "ikorlash"

    Hope you give it a try, I would appreciate feedback as well.

    An important last note: The ladders have been replaced with "Jump Pads." They are 1x1 unit trait zones that give you boosted jump height. They aren't the best alternative, but they make a quicker entrance (being softly stopped by the ceiling), they are silent (unlike lifts), they are marked by capture plates, and I didn't have the budget for all shield doors. Please enjoy guys!
     
    #1 Korlash, Dec 30, 2012
    Last edited by a moderator: Dec 30, 2012
  2. Noooooch

    Noooooch Forerunner
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    This looks slick man. Will definitely give this a download. You should eventually add Oddball, Hill and Extraction though.

    Are there any tac jumps that are there that weren't in the original? Adding a few (via crates, rails, etc.) is always a cool idea, in my opinion.

    Best looking Prisoner I've seen so far.

    ALSO I'm glad you decided not to rename the map for no apparent reason.
     
    #2 Noooooch, Dec 30, 2012
    Last edited: Dec 30, 2012
  3. Korlash

    Korlash Remember Isao
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    I've never set up any map for objective games, but eventually I'll add at least oddball.

    As for tac jumps, if there are some unique ones I'm missing I should find a good youtube video. There is a hole where the rockets are, so you can grab them from the bottom level (oddly, you have to be crouched in mid-air though)

    If I happen to get around to it, I'll take your post into consideration. I'm gonna have a lot of stuff going on (moving in with friends, part-time work, full-time school, hating halo 4, etc.) We'll have to see though
     
    #3 Korlash, Dec 31, 2012
    Last edited by a moderator: Dec 31, 2012
  4. Noooooch

    Noooooch Forerunner
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    In the original Prisoner you can jump onto most, if not all, of the door frames and jump up to the next floor.

    Also, there are only 2 routes from the bottom floor to the second floor, one man cannon and one ramp, and it would be cool to add like 2 more tac jumps just to improve vertical flow.

    I have no idea what to do about being able to grab Rockets from the bottom floor. Maybe you could have the monolith have a teeny tiny little hole in the middle where the Rocks spawn so you could grab them through it?
     
  5. AussieForger

    AussieForger Promethean

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    Its a good start, some areas are way bigger than they should be, also there should be a solid window in loft 3rd floor. Souly depends weather you are going for accuracy or wanting to keep your own personal touches........ Not a bad map tho just needs a little work
     
  6. Korlash

    Korlash Remember Isao
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    @Nooch: I see. I'll try to address that, but my budget leaves some to be desired.

    Thank you for your response.

    The scaling is a little bigger, I know that. The flooring I used for the bottom already communicated that to me. However, the slightly larger scaling is more than compensated by core sprint. I needed to use objects that felt right and not encounter so much messy forging.

    As for the 3rd floor window, I have it opened up because (1) in CE, the glass could be cracked and (2) I commonly hate solid glass windows because it's an example of bad map design (You can discover people's positioning while being completely protected.

    This map does need more work though. It was my first strict remake, but I have to refine it for halo 4's gameplay.
     
  7. AussieForger

    AussieForger Promethean

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    Keep at it man, looks promising just some things need fine tuning, also im not sure if you noticed but your safe boundary doesnt cover the whole of the map, you may want to address that to avoid dying in thin air lol
     
  8. UberAURORA

    UberAURORA Promethean

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    Yeah, I'm getting a little tired of people using this as an excuse for the fact their remake isn't to scale. I can't think of any Halo maps, that when remade are broken by sprint.

    On a multi-level map like Prisoner upscaling is not necessary. You would be surprised, I certainly was with most of the remakes I've seen where the forger has kept the original scale and sprint only marginally impacts the gameplay. It would have been much better if you enlarged the whole map rather than just scaling up sections, and then making other sections smaller or to scale.

    Also, why is there a hole on the rockets platform? I don't recall it being there in the original. I jumped on to it and fell though. What gives?
     
  9. Vincent Torre

    Vincent Torre Ancient
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    This map feels very accurate and seems fun. But you absolutely have to fix the suicide spawn point and other things like having the primary weapons on ordnance drops
     
  10. cluckinho

    cluckinho Well Known
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    Very nice job on this. I'm not a huge Prisoner fan, but damn I want to try this out.
     
  11. CaptnSTFU

    CaptnSTFU Ancient
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    @ aurora, because h ce prisoner had one to make rockets easier to grab it's 2 big if you can fall through it but it's supposed to be there.

    All in all I like the look, a tad scale up never hurts h4's mechanics seem smoother possible faster than reach and I beleive hce was way slower on the walk speed at least at default (I can't remember it's been an eon since iv played) I love the flow of the pieces looks extremely smooth and easy on the eyes. Trait zones are a great alternative ( since there are no grav lifts anymore -_- ) I just hate that there quit that used to be a good way of kinds knowing your enemy was going for sniper now I'll be headshot b4 I can realize but that's just the traits downfall.

    All in all this will be my prisoner remake that I play (mb 343i will add some to a playlist eventually, I'm sry but I havnt seen a map since h3 that has been memorable.)
     
  12. UberGERKEN

    UberGERKEN Promethean

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    #12 UberGERKEN, Jan 1, 2013
    Last edited: Jan 25, 2013
  13. UberAURORA

    UberAURORA Promethean

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    Another thing I noticed was red spawn's roof is lower than top of red lift. Upon closer inspection this remake isn't very polished and there are many places, for lack of a better phrasing are just lazily forged. There are so many places where you can either see into places you shouldn't. They are just general holes, bumps and cracks that can be found on a forge where the author hasn't taken the time to make sure such things don't exist in it.

    It just seems to me that this was a bit rushed to get it submitted in time for the contest. If you needed more time you should have started earlier.
     
    #13 UberAURORA, Jan 1, 2013
    Last edited: Jan 1, 2013
  14. Korlash

    Korlash Remember Isao
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    Sprint isn't my excuse for upscaling the map. It never has been. I hate that misconception as much as you do.

    My excuse is clean forging. I do not want to deal with having to merge an assload of pieces to make sure that this room is exactly 6 x 12 meters, let alone use an assload of pieces. All it does is ruin your forging. As for my change in scaling, it's not drastic IMO.

    As for the hole, I made that so you could tactfully grab rockets from the bottom. I didn't think that falling down would be that prominent but I suppose I was wrong. I apologize and will get that taken care off. If I can, I will make that hole small to the point that you can grab rocks from bottom while you don't get "stopped" if you run over that on top.

    I have to run some errands today, but I'll try to get that done in the afternoon.

    When I created the safe zone, I just wanted to expand it until I couldn't see it anymore (in other words, encompassing the entire map). The problem was I was judging from the 2nd floor when the zone would disappear, so it didn't encompass everything on the first floor.

    I'll try my best to get on and fix this.

    @Cluckinho & Captn: Thank you both for the support.

    @UberGERKEN and UberAURORA: I'll ignore the attacks on my forging since they are on the basis that you're competing with me on your own remake.

    As for your criticisms regarding accuracy, I have no reason to call you out on it. So if your remake scores higher than mine in that regard, then I'll gladly admit that my map is severely flawed in terms of accuracy. I've already admitted that the scaling is different and some shapes are different.
     
    #14 Korlash, Jan 2, 2013
    Last edited by a moderator: Jan 2, 2013
  15. UberAURORA

    UberAURORA Promethean

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    You would be much better off just putting a kill barrier above the map rather than a safe boundary. I haven't tried but I think its possible to jet pack out of the map and sit outside it on the external pieces your not supposed to see or more importantly get to. A kill boundary, and maybe a soft kill boundary beneath it if you want would have more of the desired effect.

    I can understand wanting to use the smallest amount of pieces possible, but there are places where you can see outside the map from within the map. Just random gaps and holes, most of which could have been easily fixed by merging the objects more, or even so you could have prevented them if you had spent more time thinking about the composition and where you might have not completely enclosed sections.

    As for the completion, I haven't made a remake of this map. That was made by UberGERKEN.
     
  16. cluckinho

    cluckinho Well Known
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    ^Or instead of barriers all together, utilize a trait zone and make player gravity 200%.
     
  17. UberAURORA

    UberAURORA Promethean

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    That and no equipment usage, no jump height and 0% player speed. Just to be safe.
     
  18. III Specia1 K III

    III Specia1 K III Promethean

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    This looks fantastic! Can't wait to download it and give it a try.
     
  19. Korlash

    Korlash Remember Isao
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    I made a quick update on the map, to fix the safe zone issue as well as the issue with falling through the hole with rockets (I just patched completely because leaving a tiny hole didn't do me justice.

    I hate to be the guy that updates and uploads a new map the next day, but I procrastinated on this submission due to a lot of other things going on. My next update will be a better one and won't be so soon after.
     
  20. JaCoNDoRR

    JaCoNDoRR Forerunner
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    I don't see the reason for all the hating on this remake. I played a 5v5 on this map the other night, this may have been before the safe zone was fixed.... But apart from that it played very well. I mean if you want to be picky right down to scale then there are other remakes out there that support that. this is a good competitive version of prisoner. I changed the trait zones into gravlifts myself and added a few more spawn points just for gameplay with my friends but thats about it.
     

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