Edifice

Discussion in 'Halo 4 Archive' started by xdemption, Feb 14, 2013.

  1. xdemption

    xdemption ATN
    Forge Critic Senior Member

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    Edifice

    Hey fellow halo nerds, just giving up on leaving this map on the backburner and giving it to the world. Got a lot to say about this map as I have been working, testing and changing this map inside-out to get the possible halo experience. Much of the design stems from some very old roots but new aspects with the halo 4 sandbox.

    I would like to say that this design was just a combination of deep thought and hard work but my real advantage to this map was all the people who provided feedback, props goes out to Atlasisshruggin, Squally dabeanz, yemiL, and to all the testers who gave their feedback and dedication to help test this map.

    I first started the design by looking at some past designs which had good aspects and mistakes, ones of which I will not make again. Then I looked upon halo 2 Sancturary, tiny bits of Warlock and some minor bits of Guardian. Ironic enough it was what all these maps did and didn't have that made this map. Fast-paced, segmented, situational-power postions, and under the surface movement options were all good aspects that these maps had.

    The Architecture was something that didn't really match any of these maps but a combination of things I haven't seen yet, although I had taken some aspects of it structure from Imago, (Please do not ask me to remake that). To incorprate the cave was more of self-challenge that I wanted to try and give the best possible experience with the cave and the map equally. Creating player flow came down to understanding what a player is really thinking on a pschological level, breaking up a map just right to where it makes a player want to keep moving.

    At first CTF wasn't a viable option but after it's last revision to give blue team much more of a base, red and blue had a good balance and after testing I felt even more confident about CTF being a viable option. KOTH and Oddball played like a dream out of the old days along with slayer, dear slayer as the most diverse gametype on this map. I recommend that if you play FFA you play a max of 6 people but the ideal number is 4 people FFA. Team Slayer plays Standard 4v4 and 2v2 (yay!).

    Now after reading all this (if you actually do), you must me thinking "SHOW ME DA MAHP YOU $#@%". Alrighty! No more pointless rambling, map detailz:

    Map name: Edifice
    File Share Gamertag: Redemption1272
    Canvas Map: Ravine
    Last Updated: 02/10/2013
    Supported Gametypes: Slayer, Regicide, Capture the Flag, King of the Hill, Oddball
    Tags: Competitive

    Best Gametypes: Infinity Slayer, Capture the Flag, King of the Hill, Oddball
    Best Team Size: 4 vs. 4
    Initial Ordnance: Railgun, Hammer, Sticky detonator
    Random Ordnance: Shotgun, Saw
    Details: Initial drops will respawn but at random, as they are under the random drop rotation

    Screenshots:

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    Video Walkthrough:


    http://youtu.be/ZFEeWVEdMbo

     

     

     
     
    #1 xdemption, Feb 14, 2013
    Last edited by a moderator: Jul 25, 2013
  2. Astiir

    Astiir Promethean
    Senior Member

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    Looks gorgeous, words cannot describe the map's architecture. Great work :]
     
    #2 Astiir, Feb 14, 2013
    Last edited: Feb 16, 2013
  3. Art of Sound

    Art of Sound Promethean

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    I like the idea of the fence line. Gives the aspect of a bigger map, while still letting you know you can't go passed it. You should add some scenery past the fence line for further aesthetics.
     
  4. xdemption

    xdemption ATN
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    Sounds like a solid idea actually, I shall give it thought on what I want.
     
  5. Behemoth

    Behemoth The Man With No Face
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    Redemption, I regret passing up that test you invited me to. I want to play this with you really badly.
    The desigin is so solid and flowy and awesome; and the aesthetics are gorgeous.
    Splendiferous map, man. Keep up the great work.
     
  6. SpartanPeter

    SpartanPeter Around the Block

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    Quite.. Awesome I must say. I knew I had seen this map before, I saw it on Pokephile,s channel the other day.
    I love how you did the architecture, Even with these UNSC. themed blocks you are somewhat able to pull off forerunner architecture, something that I am trying too in a map of mine. It sure looks great, and looking at the video feature im sure it plays great too.. Will download this though, just to check that out.
    Nice job! Keep 'em coming
     
  7. xdemption

    xdemption ATN
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    Thanks guys, I appreciate all the feedback. Ideally I actually want to see some feedback on possible issues for these map, the small things really count so I ask to be specific.

    Cheers
     
  8. AtlasIsShruggin

    AtlasIsShruggin Forerunner

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    With each version this map kept getting better and better. The sizing feels much improved from the first version I played and I enjoy the constant movement I've experience when playing Edifice. Well done!
     
  9. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    Congrats on getting this into matchmaking man! It'll be in the new FFA forge playlist tomorrow :D
     
  10. xdemption

    xdemption ATN
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    thanks guys, I still need feedback though. People have brought to light some things that need to change and any other feedback would be great.
     
  11. PrimeMystic

    PrimeMystic Promethean

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    Seems a bit bland other wise gameplay was great
     
  12. theSpinCycle

    theSpinCycle Halo Reach Era
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    Good stuff. I didn't notice anything too weird with Hill when I tested this. Heard that the Infinity version has random ordnance with alternating OS, DB, and SB, which I honestly would change (consistency.. hard to say in the same sentence as Infinity), but other than that, nothing comes to mind. Didn't notice any framerate.

    Haven't played this in matchmaking yet, but I'm sure it's fine.
     
  13. Katanga

    Katanga Ancient
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    I was lucky enough to get a team game on this while THFE were getting their winners videos. I found Edifice to play spectacularly in a 4v4 game, with the map flowing well between every piece of geometry, both natural and man-made. I felt like this map suited BRs more than DMRs, which is a rarity for me as I'm usually a big DMR user. It had enough cover to move around when you were under fire, but was open enough that it didn't feel unjustified if somebody got away from a fight.

    Overall, brilliant job. I can see why it's in Matchmaking. Why it's in FFA I will never know, but that's another story. :p
     

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