Chronmeister submitted a new map: Substance - Slayer, Oddball, KOTH, Ricochet 4-8 Players Read more about this map...
Sickest map of all time. Can't wait to see THIS in H5 GUY! It's got a countdown layout to it, but still feels fresh as hell.
Thanks guys! Like I said God of Forge, I knew this map felt a bit familiar after I finished it. I swear the resemblance wasn't intended, but at least it still feels fresh. @box, Your MCC disc breaking was an accident right?
You put too much work into forge to just let it go like that man. I hope H5 forge can eventually get you back into it even though learning a new system seems like a chore.
H5 seems competitive so I probably wont forge too much, even though it looks amazing. I forged a lot in H2a because MCC was broken for a while and I wanted to get better at forge. The ranks in MCC are a joke. H5 looks like the ranks will be good and serve its purpose. So if that is the case I will not be forging a lot, and I have all of you guys to rely on for solid maps.
Chronmeister updated Substance with a new update entry: Substance 2.0 Read the rest of this update entry...
So I got a couple good games on this yesterday and after receiving a little more feedback, changes have been made. I forgot to mention in the past update that I was prompted to make the first set of changes to the bases by Warholic, which was a great suggestion. This time I took some suggestions from Xandrith and Kurismic. I think the map has gotten quite a bit better because of the suggestions, so thank you guys for helping me improve it. Below is a few pics showing the second set of changes. -OS has been lowered again, this time allowing for a sightline between top mid and sniper spawn -Rocket Spawn area is now larger etc. -Sword Room columns have been reduced to one making the room less cramped -Rocks near back of top gold have been replaced with triangular columns, with added ledge above ramp approach -Approach to Sniper from bases has been widened and arch has been added to replace crate (bottom pic) Let me know if you are interested in getting some customs in. I'll be on Halo 5 come Teusday like everyone else, but I still want to play customs in H2A whenever possible until forge is released in Halo5.
This is a really solid design Chronmeister. I don't have any major complaints with the core design. I do have some little nit-picky things I'd personally change. Chop off the red areas in the pic below. It will make movement a little smoother and just make the angles feel more natural. If we have triangular pieces in H5 (crosses fingers), this should be really easy to do. If not, then you should still be able to do it since we'll have an increased piece limit. Spoiler Eliminate some crevices. I realize these areas are designed to be safe spawning locations, but there's nothing that annoys me more than being backwacked or shotgunned by someone hiding in places like this. For the first pic, spawning players at the bottom of the ramp will be just as safe. For the second pic, I'd either eliminate the spawn points (this would be my top choice), or make that cubby hole wider (maybe 3 units wide?) Spoiler If you're designing this for traditional settings (no spartan abilities) then those are my only suggestions. If you're designing it for standard H5 settings, then I'd make a few more changes. First, stretch the whole map out more vertically. I can't really say how much, but I feel like this will be necessary to control movement options. This would also mean the map would have to be slightly larger horizontally, but I don't see that being a problem. One example of why I'd stretch the map vertically is show in the spoiler below. I'd design both of these jumps to require clamber. After picking up rockets, I like giving the player the option of taking the safer route up the ramps, or momentarily giving up their ability to shoot in exchange for a quicker route. Spoiler I'd also add some addition geometry that's only reachable through the use of spartan abilities. Here are a couple of examples that came to mind as I was walking through the map. Spoiler
Thank you soooooo much. I really appreciate all the time you put into these suggestions. I had the same idea for a ledge above sniper (maybe bridging across to connect to ring around OS where windows currently are) and planned on making the map about 25% larger to account for the abilities. Piece count was a pretty big issue for me on this one, but I'm sure getting rid of those pesky corners won't be a problem in the new forge. I will definitely work on the hallway cubby and get rid of the other one and I will also try and work in more clamber ledges aside from the ones you pointed out. This makes my day Chunk. Thank you again and I hope I can take a look at what you have been cooking up for H5 soon.
Not a problem at all. I just realized that I forgot to include another picture I wanted to talk about... First, I angled the block 45 degrees to soften the corner a little bit, and also made it into a jump up that allows you to bypass the ramp if you so choose. This isn't anything major. Just a small change that I thought would be a slight improvement. The main thing I wanted to point out in this section though is the ramp. Currently, you have this ramp connecting at the angle shown by the black line. One thing I've noticed over time is that players will often follow the path of least resistance, and in this case that means they'll continue going straight ahead. Obviously this isn't always what will happen, it's just a tendency. With that angle, it means that the player will continue to travel to the path straight ahead, which is marked by the black arrow. I changed it to two ramps, which allowed me to angle the top ramp towards the center of the map. Subtle changes like this often have a bigger impact than you would expect. I won't say that one option is better than the other. You should decide how you want players to move around the map, and design your ramps accordingly.
I am really looking forward to this come December. I think this could play strongholds exceptionally well, which is one game type where all the current maps are pretty lacking.
Chunk makes really good points on all of the suggestions, and I am looking forward to the changes cause this map is already approaching an epic level!
Chron you just keep getting better and better. Just keep designing and don't let assholes bring you down.
Thanks bro. I will. I'm stoked you decided to get H5 and I can't wait to see how you pull off a Dark Souls map with these textures. Your designs were a huge inspiration for me and I am really looking forward to seeing your H5 creations.