EPIK MAP PACK by CUJO (EPIK EROSION, EPIK IMPACT, and EPIK RAVINE)

Discussion in 'Halo 4 Archive' started by CK CUJO, Jul 19, 2013.

  1. CK CUJO

    CK CUJO Ancient
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    This map pack consists of:

    3 Maps- EPIK EROSION, EPIK IMPACT, and EPIK RAVINE

    2 Gametypes- EPIK 1 FLAG CTF (recommended) EPIK 1 FLAG CTF (DEFAULT 2 FLAG)




    (Above: These clips were taken from several games from a single night LAN party playing through all 3 EPIK maps.)



    A very short history of EPIK: Back in Halo Reach, I wanted to create a 1 sided CTF map utilizing the entire 'Forgeworld' area. I succeeded and after refining the map and the rules over a year and a half, I found that it was everyone's favorite map to play on. Blue base was as far away from Red base possible. Vehicles respawned almost instantly allowing the huge map to play as if it were medium sized. Despite the fact the map was huge, it played well with only two teams of 3. I wanted to bring that back to Halo 4, and despite the small-ish forge maps and the lack of Hornet, I managed to pull it off.


    An explanation of what EPIK is:

    1. To be an EPIK map, it must be polished and balanced.
    2. It must be 1 flag (Offense/Defense) where the blue team fights uphill to grab the flag, or uphill to capture it and the flag must not return to red team's base unless out of bounds.
    3. The total driving distance must be as long as possible on any given map making use of the natural architecture of the space. Flight time may be considerably less though.
    4. The attacking team (blue) must have access to more vehicles as they will lose them most often.
    5. Respawn timers for vehicles, weapons, and even the players must be as immediate as possible, whereby action is constant and movement throughout the maps is swift (rockets and sniper rifle respawn time may be longer).
    6. The game must be fun on foot as well as by vehicle. Teleporters, gravity lifts, and man-cannons are to be used to ensure rapid movement from bases to midfield.
    7. The defending team (red) must have a clear advantage due to proximity of their flag, especially at the start of the match.
    8. The attacking team (blue) must have a clear advantage as they move the flag further away from the defending team's base.
    9. Using the load-outs available, the game must be setup for infinite sprint and the flag carrier allowed an increased running speed and jumping height. The flag carrier must be able to gun the warthog as well as ride shotgun.
    11. Bodily fluids may flow from any number of orifices if done correctly... this is how you know you have an EPIK map.


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    SETTINGS:

    Below you will find information about the maps from my EPIK map pack project. The gametype is 'EPIK 1 FLAG' and utilizes a 'recoded' CTF variant that allows for a true single flag experience. If you are unsure about using 'recoded' gametypes, just be aware that Frank O'Connor has given his and 343's opinion on the altered content and says that as long as it doesn't hurt the game, they're fine with it. (Click here) to see what he has to say about modded content. For the the vanilla CTF experience, please find the regular version in my file share. (note: this version works equally well as the 'recoded' version, although two flags will spawn in the game. Utilizing a few nifty tricks, the blue team's flag is unreachable and the game will play out as a normal 1 Flag CTF game would. Just let the defending (red) team know that they shouldn't bother trying to get blue's flag.)


    Respawns are set to instant for vehicles and lives. The DMRs, BRs, and ARs have 15 second respawns. Plasma Pistols are the same. The rockets and sniper rifles are set to 90 seconds.

    [​IMG][/URL][/IMG]

    (Above: These are the loadouts available to the players in both of the EPIK 1 Flag versions.)


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    (Below you will find some screen shots that show off the 3 maps. The 'spawn point' symbols represent the teams' bases, the 'flag' icon represents the red team's flag, and the blue team's capture spot. The blue trails represent the major driving routes, and the green 'teleporter' icon represents the portals on the map and the direction they travel.)



    EPIK EROSION- One sided CTF map utilizing all of Erosion to provide the most hectic and fun driving experiences possible.

    Click Here for walkthrough with commentary!

    [​IMG][/URL][/IMG]

    (Above: Blue Base Overview)


    [​IMG][/URL][/IMG]

    (Above: Blue Path Overview)


    [​IMG][/URL][/IMG]

    (Above: Blue Path at Red Base)

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    EPIK IMPACT- One sided CTF map utilizing all of IMPACT to provide the most hectic and fun driving experiences possible.

    Click here for video walkthrough with commentary!


    [​IMG][/URL][/IMG]

    (Above: Blue paths out of base towards Red)


    [​IMG][/URL][/IMG]

    (Above: Blue path at Bridge Center)


    [​IMG][/URL][/IMG]

    (Above: Blue path at Red Base)

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    EPIK RAVINE- One sided CTF map utilizing all of RAVINE to provide the most hectic and fun driving experiences possible.

    Click here for video walkthrough with commentary!

    [​IMG][/URL][/IMG]

    (Above: Blue path towards Red Base)

    [​IMG][/URL][/IMG]

    (Above: Blue path at Red Base)

    [​IMG][/URL][/IMG]

    (Above: Blue Path at Red Base 2)

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    TACTICS:
    Blue Team: As the game starts, you'll notice that the red team's flag is far away. Don't fret, you'll have plenty of time to reach their bases multiple times. I recommend your team filling up the banshees first and heading straight there to engage the red team's banshees. Blue team will always have the same number (or +1) than red team. To the players that are left, I recommend one person wait around a few seconds and activate the Auto Turrets to ensure the red team won't be able to prevent your team from scoring at the very end. Have one person grab a rocket launcher, another person grab the sniper rifle, and pile into a warthog. I recommend dropping the sniper off halfway to the flag to pick off the red's from a distance. If your team mates are still alive in their banshees, they should take out as many red's as possible. Remember, they won't be dead for long! Kill the red's, drop down out of the banshee, and start moving that flag away from their base. The further away it gets, the easier it is to get retrieve during your next life! Keep an eye out for man-cannons that will help those flag carriers on foot. They're aimed downhill for a reason!

    Red Team: As the game starts for you, have your 2 team members hop in the banshees are start hauling tail to the blue's base to intercept their banshees. You must make sure they don't drop in from the sky and get your flag out of your base! It becomes super risky and dare I say stressful, once the flag is on the main road back to the blue team's base. Keep your sniper trained on the flag, wherever it is, and have your rocket launcher spartan hide up ahead to prevent warthogs and mongooses from encroaching. Remember, there are several ways to and from both bases, don't let the blues sneak in!


    Thank you very much for reading through this entire post. I will continue to edit it and post updates. This project has taken months and I finally found the time to spend hours capturing, photo-shopping, editing videos, and posting them online. Please download and let me know what you think!
     
    #1 CK CUJO, Jul 19, 2013
    Last edited by a moderator: Sep 8, 2013
  2. CK CUJO

    CK CUJO Ancient
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    Not a single download.. zip on any of the 3 maps. A lot of hard work went into all of this. I'd even appreciate a comment telling me there are just too many maps out there and no one is interested anymore.
     
  3. HissingWings

    HissingWings Promethean
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    All of your maps are pretty similar, they are just locations connected with coliseum walls. You should make the maps smaller and be in one area so people don't have to walk for so long out in the open. Someone with a DMR or a lightrifle would destroy anyone out there. I woud suggest remaking these maps and make them not take up the entire canvas
     
  4. CK CUJO

    CK CUJO Ancient
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    Making them smaller defeats the whole purpose behind the maps in the first place.
     
  5. xxxjason7xxx

    xxxjason7xxx Ancient
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    To me its looks like the gameplay would be very fun especially with a large party. The only problem I really see is the lack of multiple roots for the attacking team to take unless they use the banshee. I could be mistaken but for example on ravine the only way to get to the top level is to drive a warthog or walk through the ravine itself which could be easily combated by the defenders. but ive yet to play it so idk how much the banshee affects the gameplay.
     
  6. Zandril

    Zandril Promethean
    Forge Critic Senior Member

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    These maps are meant to be competitive, yes? Then listen to what people in this thread are saying when they say that the design of the map won't work for good competitive gameplay.

    They are more of casual maps. Your "EPIK" maps = Casual maps for everyone else
     
  7. CK CUJO

    CK CUJO Ancient
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    Yes they're meant to be competetive, and I don't have to listen to the '1' person who said it wouldn't work because it was 'too' big. I will however appreciate feedback from people who have downloaded the gametype and maps, and played them, or at the very least walked through it to give me constructive criticism on the way it's built.


    Furthermore, how can anyone tell me it's 'too big for competitive play' if there is only one single download on the maps?
     
    #7 CK CUJO, Jul 23, 2013
    Last edited: Jul 23, 2013
  8. CK CUJO

    CK CUJO Ancient
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    Thank you for your feedback. If you'll download the map, you'll see that there is a teleporter that takes you up to the action if you're on foot, bypassing most of the driving path. It's laid out in the pics above.
     

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