Monstrocity V2 Updates from v1: Monstrocity has gone through a very large update. I placed a raised highway laying horizontal between the bases. This allows more ways for both vehicles and infantry to get from one side to the other. I also reworked every existing structure while adding a couple more. I also gave you more eye candy by adding a fork lift, redesigning the cab of the forklift and adding more small touches throughout. Not only did I add more to it, but I ended up with less budget, maxing out around $9300. This should help with framerate as well. Monstrocity v2 Walkthrough ------------------------ ------------------------------------------------------------------------------------------- Spoiler ^^ More Screenshots in spoiler ^^
love the improvements, especially all of the decorative stuff. some of it is pure genius. is it ready for a DL?
My only concern is the lack of weapons on the map. You have rockets and two random drops for a total of 3 weapon drops on the whole map. I know we have the personal ordinance system now, but as someone who can't stand personal ordinance it would be nice to see some more weapons on the map to promote map movement.
Fenix seems to favor the Halo 4 system, which is fine. But yea I agree if I had made this it would have a few more weapons placed in interesting places. Might provide incentive to climb up certain structures even though no one is up there to kill. Then, that person is up there to kill. SOmeone now has a reason to look in that area for enemies. just my .02 and mileage may vary.
There's 2 initial drops of SAW's in the beginning but they do not respawn. I was kind of waiting to see what the community thought, weapon wise before I added anything else. What weapons do you recommend and where? The only levels you are referring to that doesn't have heavy traffic is the roof of the garage and the roof of the hall. I placed a turret on the hall. Both roofs are pretty big vantage points without the addition of weapon spawns. I thought it would be over doing it if I put really anything else up there. I originally had a rocket hog on the garage but thought that would be OP because they would just camp up there, raining rockets all over the map and have great cover. What would you recommend?
Now this is more like it! Love the feel of this map. It's asymmetric, (I get horny for asymmetric maps) it's got some really balanced sightlines (better than v1) and I do like the theme. It's a good atmosphere with all the huge pieces that make up the huge buildings. I got kind of a headlong feel watching the walkthrough video. You have me as a friend, invite me to play this. EDIT: I think you should be able to walk freely under yellow silo.
I was thinking maybe a pair of Snipers on the Crane and the Highrise and another weapon of less interest but still a valuable asset in the garage. I generally like ammo placements for primary weapons like BRs and DMRs around the map but with the ordinance system it would get too cluttered which, again, is part of why I don't like the ordinance system and prefer straight weapon placement.
The crane you can't get to, it's just a LoS blocker. Edit: unless you mean on the hanging connex but still only accessible by jump pack.
my idea about extra weapon placement is more along the lines of regular/weak weapons so that running out of ammo is less of an issue. personally I don't believe that Halo players should ever run out of ammo. So that's just a personal choice of mine. I'm fine w/ limiting clips of certain types so that no single weapon is OP, but if I run out of AR or BR bullets, for instance, I want to be able to easily find another similarly powered weapon within a few seconds of running out. I like forcing the player to keep switching weapons and not relying on any one for too long. That's just my style, though.
I love the look and feel of this map. I'm happy you were willing to rework so much of the original to make it more functional while maintaining the initial vision. I can't wait to try it out. It really seems like the player will feel as if he/she is running around in a small portion of city. You did a really good job of getting a lot of visual appeal out of relatively few forge objects. Very conservative and effective use of your building blocks. Some of the visuals you were able to create are pretty creative. That's a nice forklift you have there.
Same with me, I have no idea how a combination of ordinance drops and regular placements would work in tandem. I feel like having ordinance drops for everything would clutter the screen in a hurry.
I Love the changes made on this map!! I also agree that there has to be a sniper at each base (maybe make them always spawn at set times like snipes on Ragnarok). Not sure about other weapons around the map. [br][/br]Edited by merge: To bad you cant just place weapons on the map like the older games.(well you can, but they disappear so fast its not worth putting them in the map) But then again i do like the weapon drops and how they show up where they are located also.
I run out of ammo every single life in BTB that I had to use the extra Ammo support or upgrade just so that didn't happen. It's not that I waste shots, I just don't die that often usually so you always run out of ammo. In smaller matches you die more often so it's not too much of an issue on 4 vs 4.
Yeah, I just was thinking about that as well, will deffinitely raise it so you don't have to crouch. Ok, thanks for the input. Here's what I am planning out so far: Rocket Ordinance in center (180) SAW - Shotty Random Ordinance @ start of underpasses Sniper Ordinance @ near each base (180) DMR, BR, & AR pick-up's placed in high traffic areas (non-ordinance). I was also thinking about adding a party bus in front of the strip club so it has something like the fork lift on the other end.
Fenix: Unfortunately, the map has some slight framerate issues now but it does look alot better. The dynamic lighting is about to break also but it's still casting all the shadows so it's fine and you don't have much budget left anyway. Although I am not sure what has to be changed for framerate fixing but it's too slow to end up in matchmaking if that was your goal. It must be a lot worse with a full match too because I am just one person in the map. You'd have to figure out what you changed this time and see how you can compensate or if anything can be removed completely. I like the Forklift it looks really nice. The garage functions better, although it would look better with a white light on each floor's ceiling...but obviously you are out of budget for the moment, just if you end up having extra I would consider that.
A white light would make the framerate even worse, lol. I was actually thinking of removing the only light on the map and that is the one in the club. Removing the forklift will do next to nothing for the frame rate. I'm not @ my budget, still have like $700 left but I won't be adding anything else. It's very hard to make a map this size and have no Framerate issues but I want it to be playable, even if that means taking away from the look some. Will give it some thought and think about what I can change to reduce object count and I'll be removing that light.
yeah I know adding lights now would make it worse and that the forklift isn't the issue. I think what mostly causes framerate is too many forge pieces together. especially with such creative designs of buildings like this. I agree it's hard not to hit that framerate limit with maps like this. I don't think removing the purple light will do anything though. In my opinion most maps should have lights for some color, aesthetics, and could also be used to differentiate different areas of the map easily to tell where you are. They lowered the brightness of the lights in half from halo reach, so I don't think they are much of a framerate lagger anymore.
I wish 343 gave the option to manually turn off dynamic lighting on each piece. That way for pieces which don't need to try and render shadows could be turned off and help with frame rate a lot!