Crucifix is a mid scale 4v4-5v5 map with a four way central structure bearing the brunt of the battle. The four way central structure is where the name derived from. I originally created Crucifix on Ravine and moved it over to Forge Island for the Forge Island playlist map requests. With the new canvas I have been able to make some adjustments and have improved on the original design. With the inclusion of rocks, trees, and a flat terrain I have cleaned up the map visually as well as adding more cover/structure. All gametypes are supported. I would recommend CTF, KOTH, Extraction, and Slayer. I would say CTF is my favorite gametype on Crucifix with Slayer coming in a close second. Pictures: I would like to give a special thanks to all the forgers who helped me throughout the process of building Crucifix. Alzarahn AtlasIsShruggin Blaq Cloud Darkling Ninjas Vert1g0 KingNick220 MythicFritz RunNokyardRun Warh0lic Yemil The Psycho Duck Thank you for all of the helpful feedback guys, and thank you to everyone else who's been there testing the map with me. I appreciate it
Now THIS reminds me of a TRUE Halo map! Incredible job! Your aesthetics look pretty nice, aside from a few unavoidable things, so you can't really be held responsible for those... Other than that, however, this map looks absolutely incredible! Downloading right now, and from what I can tell, it is getting a permanent spot on my hard drive!
Hah, ****, my heart skipped a beat. I went on looking at the screens without realizing it was your map. I slowly started to recognize it, then started to think someone stole your design. I scrolled up, saw it was you, felt stupid, and began to actually read your post. Anyway, I've always had a good time testing your Ravine version, so there is no doubt this plays great too. It seems moving this to Forge Island added more to the already nice aesthetics. The natural flat ground really helps too, and hell, the trees are always a nice addition. I do hope this finds its way into MM, because I can't say I've had a bad match here. I very much recommend playing this map. It's fun! Let's do some more customs soon, Wraith. I do have a new map I can finally get tested, so you know I'll be game. Edit: It's gonna be in MM! Congrats Wraith!
Haha glad you got an eye out for any map thefts Randy. It looks like Crucifix will make its way into the initial round of Forge Island maps! Let me know if you guys find any issues and I'll do my best to make any changes necessary.
As a followup to my first comment, I played a few games on it, and while the gameplay was fantastic, I had some pretty bad frame rate spikes. I also didn't quite know how cluttered the building was. My best recommendation for you would be to remove some blocks from that massive structure, and from other strategic places around the map. Also, don't get too down, I DID love the map! It's awesome! I also really like the schmeefs!
Really frame drops? I've never seen that on forge island, unless it was a modded map. I'll have to keep an eye on that I know of some things I can do to reduce frame rate if need be. thanks for the heads up! I also don't know what schmeefs you're talking about
The only part me and my firends don't like about this map is how you can jump on the yellow braces if you flip them 90 degrees then you still have a sight blocker you can't jump on.
I played this a while back, and I had allot of fun sniping. I was playing against king nick though, and he was try harding. I like the layout, glad you ditched the mountain.
The layout of the map looks pretty good from the screenshots. There seems to be good LoS blockers and height variation. I'll give it a download soon.
You totally stole the FI name-tag from me. ****. Probably your best map to date, and I definitely sense a sort of Pit standoffish playstyle vibe from it... But on that note, it really strikes me as extremely "forgey" and overly generic. You've got large open base sides with a couple of choke points in a miniscule middle, and very little atmospheric depth. It could do with a little bit more sight line breaking structure that'd help break up the map a little more, not to mention give it a little bit more flavor. As it stands, it looks nothing more than another pile of blocks thrown together much like every other map out there. In essence, there's really nothing that makes this map stands out.
Hey it was a good tag haha. That is true I could add some more visual detail to the map, its something I've considered in the past. I wanted a clean and simple look forge-wise, but I think I can spruce things up a bit. Any suggestions for breaking up sight lines? I haven't experienced issues with sight lines yet, what did you have in mind?
Just saw that my reply never posted. Weird. I've got a few tricks for breaking up sight lines that I use regularly. One is that I avoid using thin or flat pieces for walkways. Thick catwalks always do a great job of breaking obtrusive sight lines. Those middle bridge/catwalk esque structures in the middles of the bases could certainly do with some thickening, which would probably break that cross atrium sight line. I also often utilize support pillars for anything of the sort as well. They add a sort of integrity to the structure, as well as breaking sight lines. Sometimes a well placed railing can help, although I'm at a loss as to if such would be appropriate for this map. Flying buttresses are also a good structure to break things up as well, although that could be technically considered "lazy" cover. The central room with the teleporter frames could probably use some scaling in as well. Right now it's a tad large and blocky. Scaling it in would help deter camping as it'd be easier to flush out with nades or explosive weapons. If you taper in the corners to scale it down, that'd also help with masking the basic geometric shape of the room. Generally speaking, basic shapes such as squares come off as unsightly and break the feeling of immersion. A square room simply doesn't look or feel right in a forge map, and its best to try to avoid it whenever possible. Higher angel counts are more pleasing to the eye. I like working with portions of octagonal shapes personally. If you quarter an octagon, the shape of the quarters would do nicely for tapering the center room in. Hope that helps man. All the best.
Thanks for the feedback guys, I made some updates to Crucifix based on what I experienced as well as feedback I've received. -Gold side has a bit more cover on top. Crates were removed from bottom of Gold and structural trick jumps were added. -Green/Gold halls were completely redone. Replaced the brace larges with bridge walls which added windows to the hallways as well as reduced the cluttered look. -opened up some space on the bottom floor of the map by removing some walkway structure and replacing with ramps. -Spaced rocks out as well as raised up a few rocks for cover on corners of the map. -Center room has walls jutting out further to help players get behind cover more quickly. The new updates are in my fileshare if you have any feedback.