Remake Facing Worlds II [UT Remake]

Discussion in 'Halo 4 Archive' started by Nudl9, Feb 25, 2013.

  1. Nudl9

    Nudl9 Promethean

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    [​IMG]
    Introduction:

    Facing Worlds II is a remake of the famous map Unreal Tournament map that we all know and love. It's an open and chaotic map suited for many different game modes. I don't believe a true conversion would fit very well in Halo 4, so i haven't exactly been true to the original, but worked rather loosely based on the original concept.

    Original Facing Worlds 2:
    [​IMG]

    Map Description:
    Facing Worlds II is basicly two towers opposing each other with a narrow open space that leaves for alot of chaotic gameplay. The backside of the tower has two gravlifts that lead you to the sniper tower and railgun plateu. Each base comes with a gravlift aswell leading directly to the center with the rocket launcher. The game will be chaotic, therefore i highly recommend experimental gamemodes such as rockets ctf, instagib, random loadouts or team snipers.

    Screenshots:
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    Sniper tower with the sniper.
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    Spawning grounds, plateu, bridge and all gravlifts.
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    Overview of the map..
    I could use some help on those bridges..
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    Sorry i'm a little short on good screenshoots.



    Critique and feedback is most appriciated!
     
    #1 Nudl9, Feb 25, 2013
    Last edited by a moderator: Jul 26, 2013
  2. Starship Ghost

    Starship Ghost Promethean

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    Well, it's certainly way too small for 16 players. One thing not even 343 and Certain Affinity realize is that Big Team Maps need to be much larger in Halo 4 than they were in past Halo games. This is due to Halo now being much faster than every before and sprint on by default, not to mention unlimited sprint option for support or tactical upgrade (can't recall which it is). Then you have the DMR which can shoot all the way across the map and nobody moves and just DMR camps. Personal Ordnance power weapons for all 16 players...it's just straight up chaos for BTB in Halo 4. You seem to have wanted to make it even MORE chaotic here.

    BTB as it is in matchmaking right now is horrible. Your Facing Worlds II remake is really what I can tell a 4-8 player map tops. The rocks you have for cover don't seem big enough. The bumps in the paths are annoying but I guess unavoidable for tilting them in that way. All in all it looks ok, but I would have made it probably twice the size with thicker paths and more cover. Probably big enough to support one warthog for each team, unless the warthogs didn't work after game testing.
     
    #2 Starship Ghost, Feb 25, 2013
    Last edited: Feb 25, 2013
  3. Nudl9

    Nudl9 Promethean

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    I guess you're right, it's kind of hard right now to make BTB maps with the huge range of the DMR. Which is why i suggested experimental playmodes, since standard loadouts wouldn't work very well with the map. In Unreal Tournament you have mostly mostly low/mid-range weaponry with each it's own special perks. Which is the reason UT maps don't translate very well into Halo. On your last note, the map isn't intended for vehicles. I'm not sure wether i should add more cover to the passing, i mean it would definantly improve gameplay, but again remove some of the Facing Worlds identity.
     
  4. Starship Ghost

    Starship Ghost Promethean

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    Yeah I hear ya. I didn't mean to add vehicles, the map is too small for that. I was just saying I think a remake of Facing Worlds would be fun if it was made at least twice as big as yours with a warthog for each team. I wouldn't be sure there would be enough forge pieces for that though.
     

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