Overlook

Discussion in 'Halo 4 Archive' started by Sup3rNo7a, Mar 15, 2013.

  1. Sup3rNo7a

    Sup3rNo7a Promethean

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    Overlook (v1.1)
    by Sup3rNo7a

    Overlook is a small/medium-sized, symmetrical, multilevel map intended for 2v2 to 4v4 competitive gameplay and supports team and free-for-all Slayer variants, SWAT, Regicide, Capture the Flag, King of the Hill, Extraction, and Oddball.

    Weapons on Map:
    - 1x Sniper Rifle (150s respawn)
    - 1x Railgun (150s respawn)
    - 2x Needler (120s respawn)
    - 2x Assault Rifle (90s respawn)

    - 2x Frag Grenade x2 (30s respawn)
    - 2x Plasma Grenade x2 (30s respawn)
    - 2x Pulse Grenade x2 (30s respawn)

    Initial Ordnance:
    - 1x Overshield (120s resupply)

    Screenshots:
    Blue Base:
    [​IMG]
    [​IMG]
    [​IMG]

    Red Base:
    [​IMG]
    [​IMG]
    [​IMG]

    Purple Area:
    [​IMG]

    Yellow Area:
    [​IMG]
    [​IMG]
    [​IMG]

    Central Gravity Lift to Top-Middle:
    [​IMG]
    [​IMG]

    Apologies for not having a bird's-eye view of the whole map. I apparently built the map a little too high up by mistake and can't get high enough - even in theater mode - to get a complete top-down view.



    - - - - - - - - - - - - - - - - -



    Overlook (2v2 Dust-Up) (Variant for the "2v2 Dust-Up" Contest)

    Download Link: Download Now

    Weapons on Map:
    - 1x Rocket Launcher (Resupply: 180s / Spawn at Start: Yes)
    - 1x Sniper Rifle (Resupply: 150s / Spawn at Start: Yes)
    - 1x Sticky Detonator (Resupply: 120s / Spawn at Start: No)
    - 2x Assault Rifle (Resupply: 90s / Spawn at Start: Yes)

    - 4x Frag Grenade x2 (Resupply: 60s / Spawn at Start: No)
    - 2x Plasma Grenade x2 (Resupply: 45s / Spawn at Start: Yes)
     
    #1 Sup3rNo7a, Mar 15, 2013
    Last edited by a moderator: Jun 27, 2013
  2. HissingWings

    HissingWings Forerunner
    Senior Member

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    It looks like a pretty solid map. The only thing I would change is the weapons. If this map is for 2v2, I would not put the rocket launcher in. It is too easy to get kills with. You should probably replace it with the railgun, it is still a one shot kill but it has a smaller blast radius and requires more finesse. I haven't played the map so if the rocket launcher is balanced, then keep it in this is just my first impression
     
  3. Hydrolysis

    Hydrolysis Forerunner

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    This map looks very cleanly forged! Although it's a difficult to get an idea of gameplay without a bird's-eye-view. I'll give a Download to check it out more closely! So for now I'll say it "looks" good!
     
  4. Knight Of 0rder

    Knight Of 0rder Forerunner
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    The map looks pretty good from the screenshots. One thing that I might change would be the coloring of the pieces. It looks like every single piece is colored. I understand that you want players to be able to easy identify where they are, but I think you could do this by only coloring the main structures on the map.

    I'll try and find some time later to check out the map, and then I'll leave some comments about the gameplay.
     
  5. Sup3rNo7a

    Sup3rNo7a Promethean

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    Yeah, I was annoyed when I realized I'd built the map too high up to be able to get a bird's-eye view of it. I'm going to try and get one using that Pan-Cam trick someone posted recently, though.

    For the 2v2 Dust-Up version, I only gave the Rockets two shots to limit their power. I also placed them on the lower, generally more open part of the map so you have to move once you get them before you can really gain an advantageous position.

    I probably will be adjusting the weapons a little bit more on the regular version of the map, though. I have a few fixes I have to make after a test-game of Extraction on that version of the map anyway (Echo-location didn't want to allow beacon placement for some reason, and I need to adjust the kill/safe areas to counter Jetpacks a little better).

    Thank you for the comments! ^_^
     
  6. Knight Of 0rder

    Knight Of 0rder Forerunner
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    There was one really long Los by the light bridges. It would be a good idea to put a block or something in the middle to block that Los. Also, the glass cover felt a little awkward on the map. It was way larger than the wall corners connected to it. I would suggest changing it to be the walls corners also.

    One thing I loved about the map were all of the jump ups. You had so many, and they didn't seemed forced like many maps.
     
  7. Sup3rNo7a

    Sup3rNo7a Promethean

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    Thank you. I tried to incorporate those as smoothly as I could, so it's good to hear that I seem to have managed it. I'll look into that Glass Cover thing a bit more. I originally intended to use two of them, but doing so would have blocked off the jump up(s) on that one side, so I switched to the Wall Corner pieces. I may not be able to switch the other Glass Cover to Wall Corners, though...don't think I have very many Wall pieces left available...

    As for the long LoS over the light bridges, that was intentional, although after have gotten a couple of comments about it I'll see if there's a way I can add something to that top-middle area without it looking out of place or interfering with the central gravity lift.
     
  8. Sup3rNo7a

    Sup3rNo7a Promethean

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    Made some changes to the 'standard' version of the map, fixing the aforementioned Extraction problem and kill zone placements. I also changed the weapons on the map, moving away from the Ordnance system in favor of on-map weapon spawns.

    No geometry changes were made, however. I looked into replacing the Glass Cover piece with two Wall Corners as suggested, but as I thought I don't have enough Wall pieces left to use and I don't have any more Block pieces left to replace any of the walls to free one up.
     
  9. tom mulks

    tom mulks Promethean

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    from the screenshots it looks like a really well thought out map man. ill definitely download and give it a run through :)
     
  10. tom mulks

    tom mulks Promethean

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    So i downloaded and ran through your map for a while just to get a feel of it...i have to say man, i was/am impressed...i liked the size of the map. it can definitely support a 4v4 nicely (will have to try it out with mates very soon!)!
    - The spacing between main structures was great
    - Height variability is always important for game play and i don't see any problems arising in that department.
    - i also agree with 'Knight of Order'...in that, i found that your jump ups were perfectly placed
    - your sniper at top purple and rockets at Gold are also not over powered, although i think you could either give the sniper another clip or shorten the spawn time on that. people like using sniper, i know i do. and if its such a coveted weapon than im sure one person wont be able to hold onto it for 8 shots. but only 4 shots would cheat someone out of having a few shots at controlling top purple or top middle with its usage. just a thought.

    to be honest, i really liked this map. im pretty keen to play a game of 4v4 on it asap. ill let ya know when i do.
     
    #10 tom mulks, May 7, 2013
    Last edited: May 7, 2013
  11. Sup3rNo7a

    Sup3rNo7a Promethean

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    Which version did you DL? The v1.1 or the "2v2 Dust-Up" variant? Because I'm not sure the Dust-Up variant's spawns are set up correctly for 4v4 or if it's set up to support other gametypes (can't remember, haven't done anything with that version since the 2v2 Dust-Up deadline passed), plus the weapon and grenade placements on the map are different.

    Either way, I'm glad you like the layout. Weapon placements and stuff can be easy enough to fix or alter as necessary, but problems with the map geometry can be difficult to fix, so I'm glad I managed to pull that off well. If you manage to get a few games on it, please upload the film(s) to your fileshare so I can get a look at them. I'm always interested to see how other people play on the map and see if I can get any ideas for improvement based on how people play. :)
     
    #11 Sup3rNo7a, May 7, 2013
    Last edited: May 7, 2013
  12. Zandril

    Zandril Promethean
    Forge Critic Senior Member

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    The map looks pretty good from the screenshots. It seems very cleanly forged.

    I'll give it a download later.
     
  13. tom mulks

    tom mulks Promethean

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    dont worry...iv downloaded both versions. and will test them both out when i have the time and players! :p
     
  14. Sup3rNo7a

    Sup3rNo7a Promethean

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    @tom: Okay, just wanted to make sure you had the appropriate version(s) for whatever you were looking to play on it. ^_^

    @Zandril: Okay, cool. Hope you like it. :)
     
  15. Chronmeister

    Chronmeister Blockhead
    Forge Critic Senior Member

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    I just spent about 20 minutes flying around your map in forge. I haven't played on it yet, which I hope to do with you, but here is what I think from what I can see. I think that the overall layout of the map is great and I love the way you have made it feel like a big city with the upper level skyline. The jumps are all there and the routes and rooms look great. I'm not a fan of square symmetrical maps, but this one looks diverse enough to stay interesting for quite a while. Okay, now for the negative. I don't like the candy bowl coloring of the areas. You should keep everything neutral except the red and blue bases. It looks too busy and feels cramped. I think you should remove some walls and block off some areas, (like underneath the turret area). The layout is really good, but it isn't completely straightforward. If you simplified things by removing some of your 1x5's and large braces which only serve as cover, things would look less confusing and there wouldn't be so many places to hide behind in such a small area.
     
    #15 Chronmeister, May 11, 2013
    Last edited: May 11, 2013

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