Over Worked By TitaniumTurt1e This is map I have been working on for about a month. It is my first Halo 4 map, and I didn't post many in reach although I made dozens. The idea was to create a rotating rise from one location to the next. I got the idea just from watching maps on youtube and noticing that seemed to be favorite amongst flood maps, but I wanted to try a similar setup with a competitive map. I quickly realized that it would be a horribly unfair advantage for whomever started on the upper floors, and started adding alternate routes to try and keep players moving. I started with continuing the rotation downward and the added various walkways and ledges that seemed to fit. An early version was meant to be octagonal in design, but the need for more open combat spaces lead to a much more square shape. I have done a little bit of testing on the map and made minor and major changes here and there, but I really need some much more substantial testing. Any tips or criticism you could provide would be a great help before I publish. I tried to make it as aesthetically pleasing as I could considering I used the entire budget, I wouldnt mind any tips on how to reduce that either. An overview with ordnance drops. The mantis respawn is at 180, and the teleporters blocked during CTF. Blue spawn and railgun drop. Red spawn close to teleporter. The sniper rifle drops near red spawn, directly underneath the man cannon. This is where the man cannon deposits you. I had hoped purple would be a bit more of a combat area than it has been in my tests. The shotgun spawn is probably the greatest combat area, especially since it is also the alpha hill and oddball spawn. The mantis might seem a bit too powerful, but the confinement seems to help quite a bit, making it really only good for 3 or 4 kills. Anyway, like I said before I would love to see what you guys think. I will continue to work on it as much as I can.
Wow. There is much more verticality on this map than I was expecting from the pictures. I commend you on attempting a unique style of map. It's different enough that I actually have no idea how it will play, so I can't really give any feedback regarding that. There are a couple of issues I noticed. First, I couldn't get the teleporter to work at all. Second, all of your weapons spawn only at the beginning of the game. As far as the budget goes, I don't necessarily think you need to reduce it unless you had additional geometry you wanted to add. As long as the frame rate is not affected, it doesn't really matter that you used all of the budget. If you really want to reduce it, you can do so easily enough by replacing some of your ramps and/or floors with Coliseum Walls, or by eliminated some of the purely aesthetic pieces you've used.
Thanks for the input. I wanted to try for a unique style because it seems like most maps are pretty similar to each other in one way or another. I will work on the weapon drops. Im not sure why you couldnt get the teleporter to work unless you were only viewing the map in forge, in which case there would be blocks in the way during CTF (which I stated in the original post). For the budget I was actually hoping to add more aesthetics, mainly because I feel like the map is too plain in some places. I have already figured out a couple ways to work on reducing it though and may give your tip about the colisseum walls a try. The only problem with that is the angle will have to be slightly off because the ramps are at an angle of 22.5 degrees and obviously the closest I could get would have to be 22 or 23, but my OCD self will figure out a compromise Im sure. I actually wanted more budget mainly to place weapons for non-ordnance gametypes.
Yeah. The blocks were on the teleporters. I didn't realize those were only there for CTF, so that explain my problem. I know what you mean about the angle of the ramps being at a half degree making it difficult to match that angle with non-ramp pieces (it's actually about 26.5 degrees ). Even aside from that fact, the Coliseum walls are far from ideal for ramps because of the invisible edges on them. It just seemed like the most logical way to free up budget, but if you can free up enough budget without making that change, I would definitely do that.