Paradux v2 Wow, it's been a while since I've posted a map here! I don't normally make traditional, competitive maps, but I've had the itch lately and I'd like to show you what I managed to flake off. This map is still a work-in-progress, but it's reached the point where it's ready for playtesting and community critique. It is designed for 4v4 Slayer or CTF. The map is called 'Paradux' (Get it?). It is in my File Share, gamertag: petetheduck. So just do a map variant File Share search from Halo 4's File Browser to get it. Update! Hey guys, I took a break from the map for a while so I could come back to it fresh. I incorporated more of the feedback: the lowest ramps now provide an alternate path to the fringes of the bottom floor instead of going beneath it. I also cut through the sides of bottom middle, opening up the side pathways. I'm not quite sure what I want to do with top middle. I don't want to make the map feel too cluttered, but I'm definitely looking for suggestions in that area. Here's a fly-through of v2: Paradux V2 - YouTube /Update! Original version video and screenshots: Spoiler flythrough video with a tiny bit of CTF gameplay at the end So, like I said, this map needs playtesting and critique! Let me know what you guys think, and any issues that need to be addressed. Thanks!
This looks pretty solid Poserduckman. It does seem a bit siple, and it could potentially use a bit more dance floor up top, as most of the structure up there is made up of bridges, which won't allow for the best of shootouts in top mid, but we'll see. I shall try to remember to take a look soon.
I had pretty much the same thoughts as Psychoduck. Block off the really long LoS around top mid with structure and this seems a solid map. Nice job.
Looks like it has the same design issues as Solace, and some new ones. The one thing this map has over Solace is less depth. Solace has so much depth, it's impossible to control. But, this map lowers as it comes into the center which means Flag is potentially its strongest (or only) gametype the map will support. Top mid is even more of a Deathtrap than it is on Solace, and the map has no centralize power position, giving players no natural incentive to push forward. Speaking of depth, the very bottom tier looks to be an awkward and unnecessary addition to the map. Halo 4s "4v4" maps all lack movement restriction in areas. Learn from 343s mistakes, don't replicate them. Though, I suspect what I've mentioned will have no effect on this map going into matchmaking because of your position.
Edit: I started incorporating some of the feedback from you guys. I'll be honest, I was hesitant about some of it, but when I actually incorporated it, it started to grow on me pretty quickly. The bottom gutter has been removed, and I made a quick addition to the sides of top mid with an easy combination of two Impact pieces. I also started a full revision of the base bottoms. I don't have the revised version completed yet, but here's a quick fly-through of the changes-in-progress. I'd love to hear any thoughts on these changes. Paradux - base/mid edits-in-progress - YouTube
You should connect those ramps that lower along the sides, to the bottom middle. The tunnel piece on top mid is awkward. It's a hallway that leads nowhere. You still have no centralized power position, which is almost imperative for maps with minimal segmentation. You're heading in the right direction, though.
Clap clap clap. Someone who is actually uses the feedback and suggestions they get. I like the look of this, although I am dog **** at forging competitive maps I love the look of it, you have used my absolute favourite pieces, the bridge walkways. God they look sexy...
What about something like this--I've kept the central ring as it was, but pushed it away from the bases and raised it. It creates a low, flat combat space directly in front of the bases and then makes the ring a central position with plenty of cover instead of a death trap. These changes would make the map about ..maybe 8-10 units longer than it is now. Connecting the lower bridges on center, you mean the lowest bridges on the sides, not the ones that are connected by the Impact Corridor? That sounds good, especially since extending the map in this way will make those bridges much longer.
I like the vents you made for the lifts. I didn't even realize they weren't decorations until I got a good look at them.
This map looks interesting. I feel that the space is evenly distributed throughout the map, nothing is too centered in one area. However, that could be a bad thing for some areas, as they may not see any action and may be sort of cut off and have no true purpose, kind of like what xzamplez said. I'm not crazy for the aesthetics, but it does look cleanly forged. If you are needing one more person to help test, I'd be happy to join and help out. I'd like to get an in-game look at it.
I uploaded v1.1 to my file share, with the revised bases and Impact pieces at top mid. Played around with some other changes to top mid, like in the picture in my previous post, but I'm not happy with how they're coming together--they're significantly bulking up the map. That might be what the map needs, but considering it'll require almost a complete rebuild, I'm going to playtest more before committing to substantial modifications like that. I'm going to let the map rest this week and come back to it with fresh eyes. If you guys play on it at all, I'll be interested to hear your thoughts.
i really like what you done with this layout. however i agree that it 'looks' as though certain areas wouldnt get much action. being a ctf map, i quite liked the idea of a long, protected route. an easy run to the flag room, but takes a lot of time therefore you are not 'helping' your team and could be overrun. i havent play tested but went in forge and had a look and theres lots of things i like. im not sure you necessarily require a mid point to hold, i particularly like there being a big hole in the middle of the main level. it makes it different. im not sure how you would implement any changes to finish this map off though! i just wanted to say i liked it
Hey guys, I took a break from the map for a while so I could come back to it fresh. I incorporated more of the feedback: the lowest ramps now provide an alternate path to the fringes of the bottom floor instead of going beneath it. I also cut through the sides of bottom middle, opening up the side pathways. I'm not quite sure what I want to do with top middle. I don't want to make the map feel too cluttered, but I'm definitely looking for suggestions in that area. Here's a fly-through of v2: Paradux V2 - YouTube