Remake Canyon v2

Discussion in 'Halo 4 Archive' started by I am HppyPnda, Apr 4, 2013.

  1. I am HppyPnda

    I am HppyPnda Promethean

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    Canyon v2
    (Remake of Baggage from CS:GO)
    Created by I am HppyPnda


    Update v2.1 :
    Map Description :
    I have long waited for the Halo makers (Bungie, 343I or Certain Affinity, who made H4 Forge) to put trees and natural elements in Forge, not to add them to the maps, but to use them as decoration, to make the map more real, more living.
    So I decided to ceate a competitive map designed for MLG rules, it means that the DMR doesn't fit to this map.The map was originally created to support MLG CTF 4v4, but it appears that it works also very well in Double Slayer and CTF Double.

    I tried to give the map a story :"The UNSC deployed a recon base in a canyon far from the Covenants' view."
    So as you'll be able to see in the screenshots, I tried to make a canyon looking background, with a light bridge above the map.

    The original layout of the map comes from Counter Strike : Global Offensive. Nevertheless, I forged the map to be playable in Halo and to be competitive.



    Weapons :
    Jumps :
    The map is totally symetric, the teams spawn in a "three room building" where we can also find the flag.You have 4 different ways to attack the ennemy base, but images are better than words :


    Overview
    [​IMG]

    Cover view
    [​IMG]

    Middle overview
    [​IMG]


    Right side view of the base
    [​IMG]


    Left side view of the base
    [​IMG]

    Red flag
    [​IMG]

    Top middle overview
    [​IMG]

    Railgun view
    [​IMG]

    Middle bottom view / Overshield
    [​IMG]

    Sneak peek of the original CS:GO map
    [​IMG]

    I hope that you will like the map and if you have played on it and you hate/love it, i would love to know how you felt and why.

    This is my first post on ForgeHub, I copied the thread templates but if there is any problem with the presentation, let me know and I will edit the post.
    I'm also French and I may have made some mistakes or mispellings in this thread, I apologize for these ones.
     
    #1 I am HppyPnda, Apr 4, 2013
    Last edited by a moderator: Jul 24, 2013
  2. ExTerrestr1al

    ExTerrestr1al Promethean
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    your English is actually very good for not being your native language.

    the map looks good. What is the purpose of the shield going over the top? Just aesthetics? Curious.
     
  3. I am HppyPnda

    I am HppyPnda Promethean

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    Yes, the shields are only here for the background, on the map, it looks like a light bridge and it also make some environment noise.

    They do look great, but i'm facing the following problem :
    When you have an ordonance drop, you're have to order it anywhere else than under the lightbridge or it will be blocked on the top of the bridge. I tried to add platforms very high in the sky in order to teleport them instead of being dropped from the sky, but it definitely won't work. I also tried to put a frag zone, i thought that ordonance drops won't load in instant kill zone but they are, it's a little bit weird.

    I'm actually working to find a solution to this issue and i'll let you know if I find a way to make it 100% fully playable. I'll upload the v2.1 when the problem will be solved.

    Also, i forgot to mention that if you're not playing by MLG rules and you want to use jetpack (it does fit pretty good due to the verticality of the middle and the connexion between Green 0 to Green 1 and Purple 0 to Purple 1), you won't be able to go beyond the light bridge because of an invisible wall I added with a caracteristic zone.
     
  4. ExTerrestr1al

    ExTerrestr1al Promethean
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    ahh... I can see how that would be a problem. What I"m confused about, though, is why the game is able to do ordinance drops inside buildings. It seems to materialize (like a star trek transporter) when inside a building, but drop down from space when not in a building. I may be mistaking a difference between Impact and Ravine/Forge Island?

    Does anyone know if the behavior is different on different maps for the drops? Thanks
     
  5. I am HppyPnda

    I am HppyPnda Promethean

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    As you said, it will teleport the ordanance drop when you're in a closed area, and drop it from the sky in an opened area, but if i place blocks high in the sky above the bridge, it won't teleport, I think there a limit who determine the droping in fonction of the difference of height between two blocks.

    It looks like i'm going to have to do some experiments to solve this issue.
     
  6. I am HppyPnda

    I am HppyPnda Promethean

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    @JKaddict : I finally managed how to fix my problem, I simply added a roof over the hardlight bridge, it's not the best in term of design but you get used to it, it's made from 2 coliseum windows so the light can shine through the glass parts. It's not so bad, i'll change links tomorrow. It's bed time in France ! ;)
     
  7. SilentA98

    SilentA98 Promethean
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    OP I know you didn't design this. It's a very good remake of a very good map from another game however. I know you didn't make this because I was making a similar remake of this same map (except mine was on impact and didn't look nearly as nice.) However, I commend you on your awesome forging and making the map work, but I recommend you fix those hallways (the ramps on the right side) to be more like they are in the real version of the map. It gave cover in the hallways, cover yours doesn't have :p Other than that, very nice remake of Baggage from Counter Strike: Global Offensive. Might want to give credit to the game though ;)
     
  8. I am HppyPnda

    I am HppyPnda Promethean

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    My bad, I didn't think about writing about the original map. It is a remake adapted for Halo, the first time I played on Baggage on CS:GO I thought this would be great in Halo. I forgot to tell it in my post, it will be fixed as I will write the new description with images comparaison.

    But as the exact CS map won't work great with a competitive gameplay because it's not the CS gameplay, I forged it thinking of how it would work in Halo, this is why you have jumps to the middle and also to the top hallways. However, an exact remake could be great in SWAT or a CS like mode.

    Thank you for the critics !

    Edit : v2.1 is downloadable
    Fix : The ordnance drop works under the hard light bridge.
     
    #8 I am HppyPnda, Apr 6, 2013
    Last edited: Apr 6, 2013
  9. SilentA98

    SilentA98 Promethean
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    Indeed! It's a very good remake though, so kudos on that. I'll definitely give it a download at some point.
     
  10. theSpinCycle

    theSpinCycle Halo Reach Era
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    Yeah, it might have played well on CS, but not as much so here. The long ramps off to the sides are deathtraps if you're caught in them (and you're forced to be in them for a long time), so they'll only be used rather rarely. The layout's also really open, so I would worry about spawning.
     
  11. I am HppyPnda

    I am HppyPnda Promethean

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    We tried it on v3 CTF 5 Flags by MLG rules, the spawns worked great, the map was very balanced, but there is definitely a way to improve them.
    When you spawn, you're always covered tough and if the other team is in your base you'll spawn bottom mid on the ramps.
     

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