Well, this will be a thread that will be updated with new walkthroughs from time to time of everything I make in this game. Rework: This is a design I have been working on for a while. The idea was to make an asym. with encounters similar to the pit. The map doesn't have it set up yet but, it is a one flag and one bomb map. https://account.xbox.com/en-us/gameclip/40a8af0b-026a-43fd-aae4-792745bfc3a5?gamerTag=purely fat&scid=77290100-225e-4768-9373-98164430a9f8 Ripoff: This is the result of me taking a map that a lot of people liked in Reach that I didn't really care for and turning into a map that would not play similar to it at all. https://account.xbox.com/en-us/gameclip/19a1a130-ca37-4aba-bbd9-04a5ca5829bc?gamerTag=purely fat&scid=77290100-225e-4768-9373-98164430a9f8 Squirrel Soup: This is the oldest design of the bunch by far. The middle building was something I always tried to use in a original pit design but, I could never come up with good bases until the end of Halo 4. I did not realize the scale difference was going to be so great. This caused me to go back to the drawing board. I decided to scale it down and attach it to different parts I had from different arena maps and made a soup. https://account.xbox.com/en-us/gameclip/c39dc201-4c8d-4896-adac-97acb506b917?gamerTag=purely fat&scid=77290100-225e-4768-9373-98164430a9f8 Sky Dungeon: Ever since I started playing Dark Souls I have started to think of a lot of different castle parts that had more fantasy like themes and this is one of those maps. https://account.xbox.com/en-us/gameclip/7293429d-369a-4be2-bef9-baa55ff62175?gamerTag=purely fat&scid=77290100-225e-4768-9373-98164430a9f8 Leftovers: I have had design ideas similar to this in the past but, after forging around on aorta with war for a little bit I discovered a way to make the design a little more risky and give it more of a unique feel. https://account.xbox.com/en-us/gameclip/f8a00cfe-8b52-41a7-801b-d90b0973b769?gamerTag=purely fat&scid=77290100-225e-4768-9373-98164430a9f8 Slop: Sometimes when you design a map. You have this inability to figure out how to do a corner of a map. This map was one of those. I had camo, orange, and green. The rest of the map was giving me trouble so I decided to build it and free style until I was somewhat happy. http://xboxclips.com/purely+fat/d5797eb3-baf4-4438-8119-40b79be5f415 Nothing like Rat Race:Both goals with this map were kind of dumb. First, was to show salty that a one line of symmetry map in the style of Rat Race was possible and not completely broken. The second was to show how you forge on nebula. Where I found out that nova had almost no effect on the lighting on nebula. https://account.xbox.com/en-us/gameclip/fd2f4122-9de2-4261-9f06-19ea55b49a73?gamerTag=purely fat&scid=77290100-225e-4768-9373-98164430a9f8 Some of these maps I will of course continue to work on but, some are going to the graveyard for sure. So, leave feedback, ask questions, and if you are interested in adopting a design just ask. The only one that are off limits are Sky Dungeon, Slop, and Squirrel Soup.
Very nice man! Sky Dungeon especially looks neat theme-wise. Do you have any gameplay footage of these maps?
Been meaning to leave some feedback on this thread Purely, but fighting crime on the streets of Gotham have been keeping me pretty busy these last couple days. Rework: I'm really digging the layout of this map Rip-Off looks like it'd play 3 flag CTF well. The distinctive offensive and defensive points on the map really aid that style of play I think and those long lines of sight similar to The Pit, would make for some good sniper fights. I think the LOS that run the width of the bases on the back top levels need to be cut/shortened somehow though. They seem a bit excessive. Squirrel Soup: My favorite of all your maps. Looks great for TS, CTF, and KoTH. Really curious to see how those two overshields play. Sky Dungeon is a testiment to your creative style of forging. The theme and overall feel of the map is quite unique. Both this map and Left-Over's are the type of maps I'd like to see more forgers trying their hand in (myself included), interesting and unique uses of geometry, mixed with multiple levels of verticality. They can be hard to balance, but are a blast when done right. They both kind of remind me of or at least seem to have a little bit of that Quake style in them. Awesome stuff!!! Left-Over's is a little darker than I'd like, but if gives it a dungeon feel to it which when paired with the verticality adds a dramatic element to it. The top levels of Slop feel more balanced without those pillars, I'm glad you decided to keep it that way. I still feel it could use a more direct route to fight against players up there though. I rewatched the video a couple times and I think if you removed a block or two from Cyan base (the wall that connects to yellow bridge/walkway) and make it so that route from Orange base (yellow) that goes down to Cyan is smooth and not requiring a jump up, would make pushes up there a bit more simple. Cyan is already the side where they have the best lines of sight up to Orange so I can understand if you want to put some limitations on their offensive pushes up to Orange, but I think having the yellow walkway/bridge a 1 block width like you have it accomplishes that. I also wasn't the biggest fan of OS up there at first, but it's growing on me. It's an interesting dynamic between Orange and Cyan. Nothing like Rat Race: If you made the floors (and maybe some of the walls too) look more like the surface of the moon/comet/meteorite it would be AWESOME!!! But I already told you that. Glad you finally put this up here as I'm a fan of your forging style. Now if only we could get you to add some load out camera's.
@fro Thank you for your thoughts, but I really need some games on slop before I can do anything else. Every time there is a lobby though I am always playing something with some other people so I miss out on testing.
Update: The majority of these maps are in my fileshare now which you can access by looking at the par times for the first Halo CE mission. Slop has a new walkthrough with new changes I have made to the map as a whole. And this http://xboxclips.com/purely+fat/ebfc34bb-0015-4ab3-9e8d-38c2e9c9a316 Still deciding on a weapon layout for the map. The name is pork shoulder. That will change as soon as I think of a new name.
Lye: simple chill out inspired map. http://xboxclips.com/purely+fat/deac2979-353a-44cd-8666-8d30bfdd6603 Troll: An old failed project from reach. Reworked http://xboxclips.com/purely+fat/c83a2295-322f-4cce-8d11-5070a2c58247 Deerfarm: A 1v1 inspired by one of my all time favorite designs imminent. http://xboxclips.com/purely+fat/e28814e7-c394-436d-b71e-60ea1dd24432 Tidbits: A concept using three overshields and combines the layout of toxicity from quake with an aqueduct approach. http://xboxclips.com/purely+fat/a82b23c5-a33e-42ca-9199-3daa4476e62c Unica: This was a result of on idea failing so I went back to the drawing board. http://xboxclips.com/purely+fat/2e8fb74e-255c-4a1e-b3dc-5b5ff982e876 None of these are finished.
Unica is dope! Also Deerfarm looks really good, you should name it Goatfarm. I reaaallyyyy would love to see one of your maps with crazy high verticality to get in the HCS. Would provide such unique gameplay. Big fan!