Hello, I'm forming a theory of indirect cover, to use sparingly in my competitive maps. Indirect Cover is any kind of cover that the player can't come in direct contact with. So walls that aren't horizontally connected to the floor, Or any kind of Hill, also 45 degree angles work well. This map is a test bed for my theories so far! Above View Gameplay. Uncovered Top View (No-Scopes) - YouTube Gameplay Uncovered - Gameplay (No-Scopes) - YouTube My File share has the Gametype and the Map. GT: Oasis Hurler Screen Shots Below Spoiler Uncovered - Cover photo Telleportal Locations Telleportal Entrance Live Fire Base to Base Sketchs Below Spoiler These are the Sketchs. (L stands for Level) Front View Aside from the Ramps and Portals, It hasn't changed much.
Seems like an interesting theory you have going on. Do you plan upon hosting any more games on this map? I'd be happy to play a quick round with you on it. GTizzyMan5
Not necessary. Indirect cover is just cover that was not directly intended for cover or can only be used for cover when two players cross paths at certain angles. This is nothing new and Construct in Halo 3 uses primarily In-direct Cover. You can also find in-direct cover on just about any official maps and and most forge maps. It's always been there but for some reason the name of the style has exploded across Forge.
Sorry to burst your bubble but this 'indirect cover' thing is what we generally refer to as Line of Sight Breakers (LoS breakers). It can be seen, as Fenix said, in most maps. However, your map looks decent and the way you've executed the LoS breakers is well done.
I feel like I should have remembered to tell you that your indirect cover was simply LoS blockers when you talked to me, Oasis... Sorry about that. The map is intriguing, but i can't see it as a very competitive space at the moment. Is it something you are looking into pursuing or are you simply using the map as a way to experiment?
When It's finished it will be a casual map, but now it's an experiment. Dizzyman I will shoot you an invite next time I get a lobby going, Thanks dude. "To know something, you don't have to know what it's called" Which means relying on your definitions is dangerous, nature simply does not recognize authority. I'm not saying it's my thing, I'm just saying it's a thing that I'm learning about. LoS Breakers Sound interesting, I'm trying to learn about what is established also. Crippy you can burst my bubble anytime. No, seriously though I love cutting away the bullshit, and I've been looking for tutorials lately. It's the intent of the Forger, an object can be used as indirect cover, an object can be used to block LoS, and it can be used to direct player movement. Thanks for commenting dudes, your comments have been helpful.
I've never seen gameplay on a map I've been on before ;D nostalgic I think the portal needs more opportunity for mid air snipes. Just my idea.
You can read all the tutorials you want but unless they are directed toward Halo 4 they are not accurate. The idea behind any cover (direct or in-direct) all falls under the concept of breaking up Line of Sight. -Players have certain preferences on what ranges (lines of sight) that they would be most interested in attacking from and this goes with their play styles, favored weapons, and chosen equipment. -The game consists of multiple weapons and devices that all work better at different ranges (lines of sight). Changing the ranges of contact between a player and a target (i.e. another player) has existed since the days of Atari. It is very easy to understand. All it comes down to is supporting all the main elements the game offers in your map. Having only long LoS (lines of sight) will only support a certain portion of elements and the same with only short LoS. You have to give the player many options and this involves having a steady flow and constant changing LoS. Abandon features mostly short LoS having a lot of anti-CQB players disliking this map because of the overpowering ability of the Assault Rifles here. Ragnarok features almost entirely long LoS resulting in nothing but DMR/LR firefights with the Mantis to Mantis standoff. This causes players to move much more cautiously as it is near impossible to flank or sneak. Haven is mostly considered the best official map in Halo 4 because it has a strong balance of LoS and flow. With good team work you can hold a portion of the map that favors your weapon choice or play style. Edit: Having such a constant change also does one major thing I forgot to mention and that is to test the player on all accounts, resulting in the better overall player being the victor instead of tending to a certain part of that player's skill.
With a few tweaks, this map could provide a solid competitive experience. -Predictable spawns: I would only put eight spawns in total on the map, four on each side. Where you place the spawns will have a huge impact on how the map will play, but your goal is to have the spawns in a position that makes the power position meaningful, while providing the respawning player viable options to overtake the power position. -Provide a way for the teams to go from one spawn to the other without crossing the power position. The ability to flank will give the map a whole other layer of depth for strategies.
as others have said, use the architecture of your level to create the effect you're learning about here... from what I could tell, your map had lots of haphazard placement that didn't look very structurally sound or purposeful. if you watn to go for that style, consider making EVERYTHING in the level lack structure, or make it all very structural. here's what I mean. If you want to merely have a map that is a playground of LOS blockers, try placing a bunch of block pieces in the air and scattered around the floors. Use different heights, varying angles (strange ones even) etc. to illustrate to the viewer/player that it was intentional and not simply a lack of structural vision. or make sure that all pieces in your structures are thoughtfully placed in such a way that all pieces are held up by other pieces (or appear to be) and make those structures provide all of the strange angles and scenarios that your idea calls for. good luck
Thanks for the suggestions, I'll be coming back and reading those to keep them in mind. First off that was well put Xzamples, I've been looking at the map Aztec from Counter strike and after reading what you said, I can understand how they came up with it. I kind of tried to do let people flank with the teleporters, but that's half a flank. I'm going to try a lower route from base to base, and to both basements. Here's a sketch. Jkaddict, your words made my feelings turn into actual thoughts. I'm going to try to remake it on the ground now that it will have a lower level. [br][/br]Edited by merge: [br][/br]Edited by merge: So, I've got an update! After a lot of tweaks to the lower bridge route and the telecannon, I have some gameplay. YouTube I want to add a route from the back of the bass to drop into the teleporter room, and I'm considering a Los breaker between the lower level and the spawning level. Any suggestions are appreciated.