TM Rarity V2.0

Discussion in 'Halo 4 Archive' started by Super Majin Vegeta, May 19, 2013.

  1. Super Majin Vegeta

    Super Majin Vegeta Forerunner
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    TM RARITY V1.0
    Hi guys, this is my first map created specifically for TopMid, the European competitive settings.

    I was vaguely inspired by Zealot, but the map turned out pretty unique. There are 3 advantageous positions: Top Red, Top Blue and Top Gold.
    Top red, Top blue and Top Gold are inclined by 60 degrees relative to one another.

    Gameplay Video:



    Let's see some screens:

    Overview
    [​IMG]

    Red Corner
    [​IMG]

    Blue Corner
    [​IMG]

    Top Gold + Bridge
    [​IMG]

    Bottom Blue + Trick Jump to Top Blue
    [​IMG]

    Top Red
    [​IMG]

    Green
    [​IMG]

    Bottom Gold
    [​IMG]

    Purple
    [​IMG]

    Weapons:

    • 6x Battle Rifle
    • 2x DMR
    • 2x Carbine
    • 4x Frag Nades
    • 2x Plasma Nades
    • 1x Sniper Rifle
    • 1x Overshield
    • 1x Boltshot

    [​IMG]


    V2.0

    Changes:
    • Green has been expanded;
    • Added 2 Pulse Grenades behind Green;
    • Added a few decorations to Green.

    [​IMG]
    [​IMG]

    Do you like it?
     
    #1 Super Majin Vegeta, May 19, 2013
    Last edited by a moderator: Sep 8, 2013
  2. SilentA98

    SilentA98 Promethean
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    Aesthetics are a bit... meh, but it makes up for that with a pretty solid design. Very reminiscent of Zealot from Halo: Reach, That one KoTH map from MLG Reach, and an MLG Map (name is drawing a blank in my mind for some reason) in Halo 3. I will note that I have a few problems though. The first is that Top Yellow seems like a bit of a powerhouse. There are only two ways (that I can see) to get to top yellow, one of which is a jump up from a fairly narrow hallway, and the other is blatantly exposing yourself to the center of the map. This is a bit of a problem for me for a position so powerful, as it seems very easy to camp and offers a fantastic set of sightlines with very little reward. Top that off with a sniper and I'd say it's fairly OP. I mean, you can shoot top and bottom of both sides, as well as all the way to green. It just seems like to much of an advantage for too little risk. The rest seems very well done (I think the cover in green could be raised a bit, but that's just me) and I really like the design, just yellow seems a bit unbalanced. (On another note, sorry for lack of indents/paragraphing. The enter button does not work whenever I'm on forgehub.)
     
  3. Super Majin Vegeta

    Super Majin Vegeta Forerunner
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    There are 5 ways to get to Top Gold:
    • A ramp from blue corner;
    • A ramp from red corner
    • The bridge
    • A jump from purple
    • A Trick Jump from the windows under top Gold.
     
  4. SilentA98

    SilentA98 Promethean
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    Ah, alright. I suspected those windows were used for jumping but wasn't totally sure. As for the ramps, that's good to know. Sorry about that, I can only see the very ends of them from the screenshots and they're covered in the overhead. Anyway, good map! I'll hopefully get a game on this, if I ever set up a custom game and/or actually play Halo 4 again.
     
  5. Hydrolysis

    Hydrolysis Forerunner

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    I really like the layout/design of this map! Seems pretty well thought out. I'll have to give it a download and check it out in person before I can give a more informative critique of the map; however, from the images posted I have one suggestion.

    While I like the layout of this map, it seems that little time was spent working on the aesthetic appeal of the map. I know aesthetics are the most important thing when creating a map (Some would argue they aren't important at all), but IMO aesthetics help to make a good map, a great map (and definitely help attract more people to your map)!

    By aesthetics I simply mean make the colors/textures of the map blend more cohesively. For instance in the image of the "Purple" hallway, there are a lot of competing colors and textures. While using colors is a great way to help orient players on a map, an excess of colors seems to do more harm than good (I try to Forge with the "less is more" mentality). In addition, the Tunnel, Long as a wall in some cases works out well, I feel it stands out too much. My last suggestion would be to replace all of the Ramp, XLs with Ramp, Stunts (or simply another piece with less texturing), b/c the Ramp, XL is pretty unattractive!

    I don't in anyway want to discourage you! I really like what I see here (which is why I'm taking the time to give suggestions), but I think with a little more work this could be even better! Hope that helped.

    Keep up the good work,
    -Hydrolysis
     
  6. Super Majin Vegeta

    Super Majin Vegeta Forerunner
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    I'll try to fix the aesthetics of this map, but now i added a gameplay video and i've updated the map to V2.0

     
    #6 Super Majin Vegeta, May 23, 2013
    Last edited by a moderator: Sep 8, 2013

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