Sweatshop

Discussion in 'Halo 4 Archive' started by Owenfitz, Mar 12, 2013.

  1. Owenfitz

    Owenfitz Forerunner

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    Hello Forge hub,
    So this is the first map I completed for halo 4. Its called Sweatshop. I like to have a little fiction behind my maps so as view-able in the description the fiction for this one is that, during the first war, the covenant used to take old forerunner foundries such as this one and use them to produce their weapons. To support this fiction you can see covenant weapons and vehicles around the map. However all of these are unreachable and solely for decoration. The map is compatible with all game types, yes even grifball though it plays very weird, and can support up to 16 player though game play may get cramped with that many.

    Ordenance:
    Initial - 5 (2 per base + 1 center)
    - 1x Sticky Detonator
    - 1x Shotgun
    - 1x Concussion Rifle
    - 1x Saw
    - 1x Rockets
    Random - 9 (Spread around map)
    - 2x
    - Random
    -DMR
    -Battle Rifle
    -Assault Rifle
    -Magnum
    -Railgun
    -Sniper Rifle
    - 2x
    - Random
    -Covenant Carbine
    -Storm Rifle
    -Needler
    -Concussion Rifle
    -Beam Rifle
    - 2x
    - Random
    -Plasma Grenade x2
    -Pulse Grenade x2
    -Frag Grenade x2
    - 1x
    - Random
    -Gravity Hammer
    -Rocket Launcher
    -Fuel Rod Cannon
    -Incineration Cannon
    -Energy Sword
    - 1x
    - Random
    -Overshield
    -Speed Boost
    -Damage Boost
    - 1x
    - Random
    -Boltshot
    -Light Rifle
    -Scattershot
    -Binary Rifle
    -Supressor
    -Incineration Cannon
    Objective - 12 (4 per dominion base)
    Each base has...
    - 2x
    - Random
    -Concussion Rifle
    -Railgun
    -Sticky Detonator
    -Shotgun
    -Needler
    -Scattershot
    -Saw
    -Spartan Laser
    - 1x
    - Random
    -Overshield
    -Speed Boost
    -Damage Boost
    -Plasma Grenade x2
    -Pulse Grenade x2
    -Frag Grenade x2
    - 1x
    - Random
    -Beam Rifle
    -Incineration Cannon
    -Binary Rifle
    -Fuel Rod Cannon
    -Rocket Launcher
    -Sniper Rifle
    -Energy Sword
    -Gravity Hammer

    To showcase the map i took 5 screenshots in every game mode except for grifball. see below:

    Overhead view:
    [​IMG]
    The map has a single atrium in the center with two levels. The blue and red base can be seen on the left and right and the neutral zone vertically in the center. The multiple levels are easy to traverse with the quick but exposing ramps near the top of the image or the longer yet safer ramps near the bottom.

    Base View:
    [​IMG]
    View from one of the bases.

    Side View:
    [​IMG]
    View from a neutral zone.

    P.S. Yes my comment get less and less intelligent as i got along

    Capture the flag:
    [​IMG]
    Running through the center
    [​IMG]
    Gravlift with flag
    [​IMG]
    Blue in red base :O
    [​IMG]
    Flagsassination
    [​IMG]
    The always comical sticky detonator to the face...er shoulder...

    Dominion:
    [​IMG]
    Base Capture
    [​IMG]
    Just a firefight
    [​IMG]
    Battling the turret
    [​IMG]
    Gimme that terminal
    [​IMG]
    Last Stand

    Extraction:
    [​IMG]
    Extracting...
    [​IMG]
    My beacon!
    [​IMG]
    Firefight at extraction point
    [​IMG]
    Boom...there goes me
    [​IMG]
    shotgun to the face

    Flood:
    [​IMG]
    Flood!
    [​IMG]
    Ka:punch:
    [​IMG]
    Slapsassination
    [​IMG]
    Thruster Pack
    [​IMG]
    The hunter becomes the hunted

    Infinity Rumble (Slayer):
    [​IMG]
    You can't see me...
    [​IMG]
    SAW wins
    [​IMG]
    Overshield
    [​IMG]
    Smash!
    [​IMG]
    Invisa-kill

    King of the Hill:
    [​IMG]
    Back up Bro
    [​IMG]
    Run and Gun
    [​IMG]
    and stay out
    [​IMG]
    tackle
    [​IMG]
    Incinerate

    Oddball:
    [​IMG]
    First touch
    [​IMG]
    I got the ball
    [​IMG]
    guys catch
    [​IMG]
    low blow
    [​IMG]
    grav lift

    Regicide:
    [​IMG]
    Melee lunge
    [​IMG]
    Sticky Detonator...again
    [​IMG]
    leap...
    [​IMG]
    regicide + incineration = ooh pretty
    [​IMG]
    chiropractor

    DOWNLOAD


    Update v1.1:
    - Added more dominion objects
    - Shields
    - Barricades
    - Ordnance drops
    - Added more cover in all game types
    - Added/Re-did KOTH hills
    - Fixed resupply problem in dominion
    - Fixed hills being too short in KOTH
    Update v1.2:
    - Moved Charlie's dominion turrets so man cannon would not hit them
    - Moved man cannon to prevent damaging shields
    - Added soft kill level with the gravity ceiling
    - Added hard kill zones behind bases out side map
     
    #1 Owenfitz, Mar 12, 2013
    Last edited by a moderator: Jul 25, 2013
  2. Zombievillan

    Zombievillan Ancient
    Forge Critic Senior Member

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    You should try to get some pics of the actual map. I have no idea what this layout looks like from your action shots. Looks pretty open though.
     
  3. Owenfitz

    Owenfitz Forerunner

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    Oops sorry about that. I added three overview images and ordnance drops.
     
    #3 Owenfitz, Mar 12, 2013
    Last edited: Mar 12, 2013
  4. Zombievillan

    Zombievillan Ancient
    Forge Critic Senior Member

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    That's better, now I can see the layout.
     
  5. Owenfitz

    Owenfitz Forerunner

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    Now that you see it better do you have any feed back. On my couple play tests i noticed KOTH was a little difficult because The hills are often too exposed and left the player open with no where to hide. Maybe providing cover would help but i don't wan't to break up the flow of the map. Advise? I know you can use dominion objects such as turrets in other game modes, i offer two in flood, do barricades work so maybe during the spawn sequence of the hill the barricades is raised and during other it is down?
     
  6. J DawgMillenium

    J DawgMillenium Promethean
    Senior Member

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    That does not work. Your best bet is to go into Forge, set the game type to King of the Hill, set up some barriers, and set it to this:

    GAME-SPECIFIC=YES
    GAME TYPE LABEL=KOTH

    If done correctly, those barriers will only appear when King of the Hill is played.
     
  7. Owenfitz

    Owenfitz Forerunner

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    updated map with cover to break lines of sight and others. see main post
     
  8. HeroicJkroy

    HeroicJkroy Ancient
    Senior Member

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    I don't know if you know this already or not but there are a few places on your map where you can navigate along the outer walls using a jet pack and some jumping to drop down into the back of the round bases. It's hard to do but it is possible. Over all I like the layout.
     
  9. Owenfitz

    Owenfitz Forerunner

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    Hmm...ok. I have a player trait volume with 300% or 400% gravity (whatever max is) and zero jump height that i though would prevent that but i guess if you get up there and walk gravity doesn't come into play. I also have soft kill zones on top of the bases. Maybe I i add hard kill zones behind them. Do you mind taking a quick video or screeny on where you did this from so i can prevent it happening in the first place and have the kill zones as backup.
     
  10. HeroicJkroy

    HeroicJkroy Ancient
    Senior Member

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  11. Owenfitz

    Owenfitz Forerunner

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    I fixed this and updated the map. forgot to say that

    [br][/br]
    Edited by merge:


    Sorry that was vague and weird. I updated the map and fixed the problem jrmy found. In addition to that i fixed some dominion objects and the man cannon. Please post feedback.
     
    #11 Owenfitz, Mar 22, 2013
    Last edited: Mar 22, 2013
  12. Owenfitz

    Owenfitz Forerunner

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    anyone else have suggestions?
     
  13. ExTerrestr1al

    ExTerrestr1al Promethean
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    middle area seems really open to me. It seems like with DMRs there might just be a battle across the center of the map from the sides constantly. How much does that vary from moment to moment?

    Also a suggestion for your posting is that you create a Preview thread in the Forge Discussion area and allow for these fixes to be made before posting in this section. It will make your finished thread look a lot more professional and then people know when they visit a map thread in this section, that it is finished and downloading it will be a one-time thing.
     
  14. Owenfitz

    Owenfitz Forerunner

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    Ya i fixed the openness in v1.1. Now DMRs are less powerful because people can simply duck behind cover. And ok ill take that advice for my next map.
     

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