Serum By Noooooch Description: An asymmetrical room based map. Player Count: 2-4 players Gametypes: Slayer, Oddball, KotH Blue Room / Speed Boost Spoiler Red Room / Sniper Rifle Gold Room / Overshield Spoiler Rock Cave / Railgun Spoiler Walkthrough: Serum Walthrough - YouTube Initial Ordnance: Overshield / 120s Speed Boost / 150s Weapons: Sniper Rifle / 0 spare clips / 60s Railgun / 1 spare clip / 90s DMR / 10s BR / 10s Light Rifle / 10s Storm Rifle / 90s Frag x 2 / 45s Plasma x 2 / 45s Pulse x 2 / 45s Screenshots and video courtesy of aPK. Download: Press "Start" / Go to "File Browser" / Select "Map Variants" / Select "Fileshare Search" / Enter "Noooooch" (5 o's)
Nice. I really dig the clean Quake III style lines. It's nice to see that people can still make maps that are only focused on gameplay. It's maps like this that build their own aesthetics with their simply clean lines. The heavy focus on trick jumps may deter a lot of people, though. Nothing like missing a critical jump in the heat of battle.
This map was very much inspired by Quake gameplay as are many 1v1 and 2v2 maps. Room based, verticality, teles and quick respawning power weapons are what keep 1v1's and 2v2's interesting, in my opinion. There are several tac jumps, but the map functions without them. In fact they weren't there in Reach. I added them to help improve vertical flow and quicken the pace a little. Yes, there is a risk to using tac jumps, but that's what makes a tac jump a tac jump; risk vs reward.* Nothing like MAKING a critical jump in the heat of battle is more like it. I studied a lot of Quake, Unreal Tournament and Goldeneye maps when making this map. I don't specifically remember Library, but I'll check it out. Thanks for the help again Gordon.
well, in quake 3 era you couldn't really build super detailed maps, and it probably wasn't a bad thing. in another hand, I wasn't fond of quake graphical style. I like the trickjumps here, they seem to contribute well to the flow.
I'm guessing that this was a remake of the same map in Reach? I really like the forge pallette choice, I'm always looking for 1v1 maps to play because no one is ever on :C. I'll be sure to check this out, it looks promising.
Looks good, as I'd expect from you Noooooch. I'll have to check this out soon. Looks like you've done a good job with Erosion's textures, which isn't always easy.
Why not quake 1 graphics where what ever textures you made? You could literally carve your own map out the problem was back then the amount of time it took to do so and the possibility of the map not loading due to too many polygons or memory leaks. But anyways yes the erosion map textures due remind me of a nice quake feel good job.
I do really like the look of this map on erosion.... It is awesome to see a quake styled map on Halo 4.
You again Noooooch? Looks great as usual, You always seem to pull off the 4 room style map well. Unlike what happened to you on Memento, I hope your stubbornness didn't mess up this map
Ah, I remember playing this in Reach, it had an excellent design. I perused it in forge earlier and experienced some lag looking at the lower red entrance from SB spawn. Additionally, I think the jump at red would serve better as a hard route, but I figure you have a reason for not implementing that already. I'll try to run some games some time soon.
..::LvL - Quake 3 Arena Maps (Q3A Custom Maps) This is a link to a custom map Q3A forum. Most of the maps are very impressive, both aesthetically and structurally. Yes, it is a remake. Most of the map is 1:1, except for the lift room and Railgun spawn which is smaller by 1-2 units or something like that. I know what you mean about no one ever being online nowadays though... But can you blame them? Oh, stop it you. Good eye there. It is a little big for a 1v1, but it's not like... WAY too big, it can go either way. In the Reach version, 1v1's were slow but 2v2's were fast paced. With H4, there is instant respawn and universal sprint, so that helps with 1v1's. Not to mention I also added a bunch of tac jumps to pick up the pace as well. It's different every time, depending on how the players play the map. Yes, me again. Deal with it. What do you mean about stubbornness? I don't understand... Frame rate? Please let me know. Right now it is on the cusp of breaking the lighting. Like if I add one more piece it could break it, depending on the piece. Xzamplez mentioned something about that tac jump being a hard route in Reach. Basically what had happened was that door was never there in the beginning. It was added in forge, and then a tac jump was placed to encourage flow and open sightlines between rooms. The main thing though is that don't want two sets of ramps that lead to the same level of verticality. I only wanted one set of ramps to get from the bottom to first floor, and only one other to get from the second to the third floor. Thanks for the comments everyone. Please don't hesistate to leave any feedback whatsoever, and let me know if anyone experiences any frame rate issues. [br][/br]Edited by merge: This map has been finalized and officially released as of right ****ing now. The OP has been updated.