Launchpad

Discussion in 'WIP - Works In Progress' started by Clint Westfall, Apr 19, 2013.

  1. Clint Westfall

    Clint Westfall Promethean

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    This is my first attempt at posting a map here, so bear with me.
    Launchpad is a map that I designed with rumble pit or multi team in mind. It is designed around the launchpad for a space shuttle.
    It is best for 8-12 players and set up for KOTH, oddball and slayer (up to 6 teams)
    [​IMG]
    Overview
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    back half of the map. the rocket spawns in the platform at the bottom middle of the picture
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    green hall (back half of map)
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    the space shuttle and launchpad
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    backside of the launchpad. the sword spawns up here there is a grav lift leading up to the one way shield between the bridges
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    orange base (dead center of the map) the sniper spawn is in the picture just outside the back door
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    red lift up to the bridges on the side of the shuttle. blue side is a mirror to this. this is where each team spawns in regular team slayer

    check the map out and let me know what you think.
    My gamertag is Clint Westfall if you want to download
    File Share Halo Official Site
     
  2. StolenMadWolf

    StolenMadWolf Promethean

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    It's an nice original idea, and that shuttle is nicely forged. Though I have some issues.


    For a start, from what I could glean from the pictures, the map is really cluttered in some places, making the rocket launcher potentially over powered, the sniper could also be hard to use until you get to the shuttle where the open ground is. A similar thing would occur with the sword, as its literally got long sight lines on it. It could be the angle of the screenshots making me get that image in my head though.


    Unless I am mistaken or if it was intended, some of those pieces could possibly be used to get to areas of the map you don't want players to go. Say the tunnel brace to the right in the last picture.


    The green hall looks nice, though the floor to the left leaves some voice for concern for aesthetics.


    This map has potential, but you might have to remove the clutter (if I looked at the pics right so apologies if I am wrong) and either relocate the power weapons or change them for different ones.


    I will give it a download though and look around in forge to see it properly though.


    Just two questions: What's your budget and are you using ordinance?
     
  3. Clint Westfall

    Clint Westfall Promethean

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    "For a start, from what I could glean from the pictures, the map is really cluttered in some places, making the rocket launcher potentially over powered,"

    I Don't Feel That The Map Feels That Cluttered When You're Actually Playing It, But I'll Be The First To Admit That I Am Not An Expert On Weapon Spawns So If Anyone Has Any Suggestions Thatd Be Great.

    "the sniper could also be hard to use until you get to the shuttle where the open ground is."

    I Didnt want To Put The Sniper Somewhere Where It Coukd Be Abused Since There Are Some Very High Places On The Map Where It Would Dominate

    "A similar thing would occur with the sword, as its literally got long sight lines on it. It could be the angle of the screenshots making me get that image in my head though."

    I Added Some Cover Here For The Bridge To The Sword But Its Actually The Highest Point On The Map So It Has A Good Amount Of Cover For People Grabbing Sword. mMy Rationale For Putting A Sword Here In The FirsT Place Was To PrevenT These Bridges From Being The Only Part Of The Map People Fought Over.




    "Unless I am mistaken or if it was intended, some of those pieces could possibly be used to get to areas of the map you don't want players to go. Say the tunnel brace to the right in the last picture."

    that Brace Is Meant To Allow Access To The Roof Of Orange Base And So Is The Brace In The Middle Building. I Also Put Large Platforms On Top Of The Base Left And Right That Connect To Orange Because They Were Very Exploitable With A Dmr, So The Platforms Give Much Less Cover To People Who Want To Try To Peg People From Up There

    "The green hall looks nice, though the floor to the left leaves some voice for concern for aesthetics."
    Didnt Notice That Till This Post, But That Floor Is Lined Up now

    "Just two questions: What's your budget and are you using ordinance?"

    Budget Is 9300 And I Used Ordnance For Weapons.
    2X Shotguns (One In Front Of Each Lift) 3 Minute timer
    Rocket-4 Minute timer
    Sniper- 3 Minute Timer
    Needler- 3 Minute Timer, Located On Top Of Green Hall

    Random Ordance (Rail,Sticky Det,) Platform Above Sniper
    Random Ordnance (BinAry X2, Beam, Dam Boost, Overshield, Incin) Lower Green Hall
    Random Ordnance(Equal Chance For Each Grenade Type) One At Blue Spawn, One At Red

    So I Guess The Pics Dont Do THe Map Justice But Please Download It And Check It Out, I Havent Been Able To Test It Other Than A Quick 1 On 1 Run Through.

    Also Sorry About The Weird Caps, Im Doing This On My Phone And It Auto Caps The First Letter Of Each Word For Some Reason
     
  4. StolenMadWolf

    StolenMadWolf Promethean

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    Ok, sorry for being late with this but I managed to get into a lobby and play this map with a few others.

    Before I get into any deep detail, I admit that this map was not as cramped as I thought it was like according to the pictures. So my apologies :p.

    I did notice though a completely opposite effect though. There were some very long sight lines that meant that if you got the sniper to them positions, it would prove very deadly. So I would advice possibly raising the time for it up to 3 and half minutes or four minutes.

    Whilst the map did offer numerous approaches. I felt as if I was mainly sticking to the end areas, most notably the green room and the areas above it. I admit I was mainly sniping, but most combat I had was mainly near the green hall or inside it. The gravity lift at the shuttle was camped at least once and most of the players kept returning to the walkways. The man cannons were rarely used and the side areas didn't see much combat, with the middle sections getting more action. No offence but I also felt that the dishes that lined the sides weren't much use to a player except a slightly better view range that could have easily been provided by the end areas. I would suggest removing them or putting something more of value there.

    Despite this I was stilling having fun though and certainly think that this map has potential. It defintatly features plenty of verticality, though again, thats mainly been utalised towards the end areas. I think once the flow has been sorted this will play very nicely. Im sure so someone will come along and correct any bad judgement of mine but that is what I think.

    So, I therefore wish you good luck with your future forging and would like to see how this map develops. Feel free to PM me if you want any 1v1s on this.

    Note I only played it for one match so not all of this may be accurate.

    PS: Apologies for disrupting the match that I was in then as I had to come off pretty quick, I meant to press leave game but ended up pressing end game instead.
     
    #4 StolenMadWolf, Apr 30, 2013
    Last edited: Apr 30, 2013

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