[WIP] Impasse (final name still being determined)

Discussion in 'Halo and Forge Discussion' started by RoastingLamb, Feb 19, 2016.

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  1. RoastingLamb

    RoastingLamb Legendary

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    Hi all,

    I have been working on a map for the past 2-3 weeks and would like some feedback from fellow Forgers. The map is called Impasse V1.3 (final name still being determined) and can be found on my files and bookmarks. My gamertag is RoastingLamb. It is a medium sized, open, symmetrical map made for 4 v 4 Team Slayer, Strongholds and CTF. This map was inspired by certain features of Valhalla and Standoff and uses a Forerunner theme.

    Impasse 1.3

    I have done some testing with tomrozdotcom beforehand and have implemented the following changes:
    • Removed the Binary Rifle from Lookout. Replaced with a Overshield.
    • Created more cover in the the middle so players have more incentive to move through the trench.
    Unfortunately, I have not been able to get enough people to do 4 v 4 games.

    Main points that I would some feedback on:
    • Weapon placement and weapon choice on the map
    • Placement of Strongholds and flags
    • Paths and cover on the map
    • Spawning
    • Most importantly, is it fun?
    Looking forward to your feedback.

    UPDATE 1:

    Updated the map. Impasse 1.6 is the most recent version now.

    Changes/additions made:

    • Changed map canvas
    • Changed colours of structures to be more metallic
    • Added new terrain, paths and structures around the perimeter of the map to address some issues with camping, openness of sightline, movement and overall blankness of the map. Feels slightly bigger but tries to maintain the original vision of the map (4 v 4 competitive Arena map)
    • Removed Light Rifle from each base. A neutral Light Rifle has been placed under the bridge.
    • Each base has a additional BR (2 BR in total) and a Storm Rifle. Storm Rifle and Shotgun allow players to get through the shield hatches on top of the enemy's base quickly, ultimately opening up new routes to attack the base.
    • Raised bridge to reduce people shooting from one base to another (i.e. shooting people across the map)
    • Added FX around the map to make the map more immersive.
    • In Strongholds, a Plasma Caster and OS replaces the OS and Incineration Cannon respectively.
    UPDATE 2:

    v1.7 is now the most recent version.


    UPDATE 3:

    I have updated my map. Its now called Impassable and can be found on my files. Hopefully the map description gives you an idea of the story behind the map lol.

    Preview of some changes:
    • Raised some terrain to create more cover. New terrain was added in some places to address cover issues that people have brought up from previous play tests.
    • A trench now runs from Fridge to the rock bridge.
    • Banshee replaced with a Ghost.
    • Removed Mancannon.
    • Bases are now more detailed. New pieces and FX were added.
    • Red side cliffs are now made with Alpine pieces to help with orientation/differentiating the two sides from each other.
    • Each base has a Mongoose during CTF
    UPDATE 4:
    • Removed Mongeeses in CTF because it may cause the game to end too fast.
    • Added one-way teleporters. A teleporter behind the Ghost will take you straight to Lookout.
    UPDATE 5:

    • The icy part of the map was reduced in size. I have added a new multi-levelled Forerunner structure to the icy part.
    • Playing around with weapon placement. Incineration Cannon spawns on Forerunner tower. A SAW now replaces the OS on Lookout.
    • General clean ups and addition of details was done across the map.

    Kind regards,

    RoastingLamb.

    The following images are from version 1.3

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    [​IMG]


    Kind regards,

    RoastingLamb.
     

    Attached Files:

    #1 RoastingLamb, Feb 19, 2016
    Last edited: Mar 27, 2016
  2. qrrby

    qrrby Waggly piece of flesh
    Senior Member

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    1. I'd take one away and move the other underneath the middle overpass, that'll solve the placement issue. Also, I like there being ovi at both pw locations, kinda forces a split approach each start :)

    2. Im moving on to the next point because they kinda blur together. Adding a warthog at each base would solve the camping as well as create more incentive to gtfo of the base so you don't get spawn killed; I also see a lot of routes that would be fun and challenging for most warthog drivers so it wouldn't overpower any flag plays (like standoff h3).

    3. Definitely move the respawn points out of the trench from each base, and the bottom of your base seems perfectly set up to have a flag in there too ;) As far as more than that, the br in the back of each base will prevent any sneaky flag caps, as well as numerous natural structures to get a perfect nade bounce off if you're careful.

    4. Yes, the map looks very well thought out; albeit simple in layout, but those are often some of the more fun maps to play on (and I think that'll answer whether or not it'll be fun to play on).


    I'm just one guy and can't predict too much what a 4v4 would look like, but anything you change after this review would be minor I think :)
     
  3. RoastingLamb

    RoastingLamb Legendary

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    I
    I removed both Light Rifles from each base and placed 1 underneath the stone bridge. I will playa round with the idea of a warthog. One person even suggested a neutral Banshee.

    Thank you so much for your feedback :)
     
    qrrby likes this.
  4. RoastingLamb

    RoastingLamb Legendary

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    Updated the map. Impasse 1.6 is the most recent version now.

    Changes/additions made:

    • Changed map canvas
    • Changed colours of structures to be more metallic
    • Added new terrain, paths and structures around the perimeter of the map to address some issues with camping, openness of sightline, movement and overall blankness of the map. Feels slightly bigger but tries to maintain the original vision of the map (4 v 4 competitive Arena map)
    • Removed Light Rifle from each base. A neutral Light Rifle has been placed under the bridge.
    • Each base has a additional BR (2 BR in total) and a Storm Rifle. Storm Rifle and Shotgun allow players to get through the shield hatches on top of the enemy's base quickly, ultimately opening up new routes to attack the base.
    • Raised bridge to reduce people shooting from one base to another (i.e. shooting people across the map)
    • Added FX around the map to make the map more immersive.
    • In Strongholds, a Plasma Caster and OS replaces the OS and Incineration Cannon respectively.
    Tell me what you think.


    Kind regards,

    RoastingLamb
     
  5. RoastingLamb

    RoastingLamb Legendary

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    Current thoughts after the recent custom game event on Twitch:

    • Shotgun - Currently, as seen in Paranormal's gameplay, the Shotgun dominates. I should remove Shotgun from both bases. A neutral Shotgun will be placed in the middle of the map with a longer respawn time and maybe less reserve ammo.
    • Mancannon - Remove mancannons pointing at OS spawn.
    • Cover - Too open for BR starts. My original intention for this map was for pistol starts. But I recognise that certain areas need a bit more cover i.e. fridge area.
    • Fridge area - No incentive to go through this area.
    • Respawns - Spawn trapping can occur.

    Anything else? Thoughts?
     
  6. Sn1p3r C

    Sn1p3r C Halo 3 Era
    Creative Force

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    Played this in Max Extra's lobby. Love the general feel, aesthetics, and layout. Some specifics:

    This whole map reminds me of "Daybreak," from Halo 4. It's slightly too big for 4v4, and slightly too small/not segmented enough for 8v8. Squad battle size, if you will.

    I loved the majority of the cover being elevation changes - great job with the elevation changes.

    Aesthetically, the snow around the green pieces works really well. I would suggest dropping the the green light on the rock, and swapping it to some other color that mixes better with your rock arch.

    Finally, the banshee was not overpowered in the 8v8 we played, but it looked like hell to drive, since it could be pinged no matter where it was. Consider replacing it with a ghost, maybe?
     
  7. MetalDeadKid

    MetalDeadKid Legendary

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    My only issue is the cover around the map. It's all elevation and or rocks just scattered about. This isn't necessarily a bad thing, I mean, look at Standoff, Valhalla, and Blood Gulch. They were basically hills and rocks. I think you should add some elevated minor cliffs. Otherwise, the map looks incredible! Keep up the good work!
     
  8. Pat Sounds

    Pat Sounds Legendary
    Forge Critic Senior Member

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    Played some games on this last night too. Of the two variants we played, I preferred the one with the Banshee, although I agree that you could experiment with a Ghost or some other type of vehicle. If you're gonna go down the route of adding more cover, perhaps you could simply extend the highest and lowest parts of your geometry a little bit to accentuate the cover points. You could also use some arches to turn a few of the canyon paths into tunnels to give the center area some more verticality. I wouldn't add any structures to the center or anything like that - my favorite part of this map is how you used only natural objects in the center.

    It seemed like there was something else different about the version with the Banshee...Like you had altered spawning or weapon placement or something similar to that? Whatever it was, it was an improvement. The second game felt better than the first.

    All in all, it was a pretty sweet map. Most of what I'm talking about here is nitpicky. It had a cool vibe, looked good and played well. Keep up the good work!
     
  9. RoastingLamb

    RoastingLamb Legendary

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    Hi all,

    Thank you so much for playing on my map. I appreciate all of your feedback and I will take it all into account in my Forging sessions. My apologies for not being able to join your game session :(

    The vision of Impasse (name to be determined) was to be reminiscent of Standoff, Valhalla and Blood Gulch. A lot of you would've noticed this as you played on the map. Therefore, as @MetalDeadKid noted, the map mostly uses natural terrain. I also looked at maps like Daybreak (Halo 4) and Tempest (Halo: Reach) for some inspiration as well. I'm glad you noticed it @Sn1p3r C. For example, the blue laser that connects both laser was inspired by Tempest. Finally, I wanted to create a open competitive Arena map. However, with recent play testing I think its more suited for 5 v 5 or even 6 v 6. PLEASE NO BIG TEAM BATTLE D:

    In the second variant you played (titled Impasse test) I did the following things:
    • Added Banshee at the Fridge (the ice part of the map)
    • Rearranged the weapon spawn points around the map. The Needler was replaced by the Plasma Pistol as a countermeasure to the Banshee (or any other vehicle I choose to place on the map). The Incineration Cannon is moved to the middle of the map from the Fridge. The Shotgun was moved to the snow bridge. OS spawns at the same spot.
    • Re-did kill volumes etc. upon @Max Extra suggestion.
    • Added additional cover on the left and right sides of each base upon @Max Extra suggestion.
    • Changed near fog effect
    • Added/changed FX across the map upon @Max Extra suggestion.

    Looking ahead:
    • Playing around with a Ghost on the map upon @Sn1p3r C suggestion.
    • Re-doing some terrain to make a actual trench down the middle, connecting Fridge to OS spawn or rock Bridge. Raising certain areas of the map. Maybe this'll add some "verticality?" @Pat Sounds
    • Look at spawning.
    • And more...
    Stay tuned for more updates. Hopefully I can release this map soon.

    Kind regards,

    RoastingLamb
     
    #9 RoastingLamb, Mar 5, 2016
    Last edited: Mar 5, 2016
    Sn1p3r C likes this.
  10. Max Extra

    Max Extra Forged Friday Founder
    Staff Member Administrator Forge Critic Senior Member

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    Well i think some of the FX of the map are really coming together, I think the map is still a little short and the cover isnt very high so it still favors teams in the high spots. Id also recommend tweaking the kill barriers because as you might be able to see in the stream from last night you can still break out of the map. over all really loved playing it, I think 16 people is a bit of a stretch on it lol but overall still a great map. Let me know when you get the actual map post up and ill right up a review
     
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  11. RoastingLamb

    RoastingLamb Legendary

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    Hopefully I can finish the map and do a final testing by the end of this month/early next month. This is the first time I've committed so much time to a map. I really want it to be amazing T__T
     
  12. Max Extra

    Max Extra Forged Friday Founder
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    Signups are up for next weeks game are already up if you get it to another testable state go ahead and post it.
     
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  13. MstrBlonde

    MstrBlonde Forerunner
    Senior Member

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    Played this on 3/18 in Max Extra's lobby. My thoughts:

    I enjoyed the diverse terrain and texture choices. I did find that the map was a little busy in the middle; encounters were too brief and I was never really aware of where the rival team was. With so many avenues of escape, half the time an enemy and I would retreat and simply lose each other. Maybe using smaller rocks more spread out would fix that. I think I saw one vehicle zipping around, but I never figured out where to find one myself. I really liked the design for the bases, though I remember getting stuck against some geometry at one point at one of the entrances.

    Those things aside, it's a solid map for small teams.
     
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  14. RoastingLamb

    RoastingLamb Legendary

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    See thats my problem at the moment. All the action is focused in the middle and nobody ever moves though the icy part of the map. I thought spawning a vehicle there would help that. I could replace the Ghost with another Power Weapon? I noticed that one person recommended a long range weapon. So maybe a Binary Rifle to go with the Forerunner theme?
     
  15. MstrBlonde

    MstrBlonde Forerunner
    Senior Member

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    You can draw attention to vehicles by showing them on one of your intro cams, and by making the paths to those areas more visible as people pass through mid.
     
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  16. RoastingLamb

    RoastingLamb Legendary

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    Thanks. I'll probably shift the terrain around some more. I may even move the bases closer to the fridge side. At the moment the bases are a bit close to the left. What are your opinions on the spawns?
     
  17. Max Extra

    Max Extra Forged Friday Founder
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    Great to have this in the line up again. here are some thoughts
    • A crazy amount of frame rate drop at the back of the bases, lessen the lighting or object count to fix this.
    • the initial spawns need work. they start you facing a hill in front of you and it is a bit disorienting.
    • i used the side paths a bit more but still i think they are under used, this could be because we played CTF and the most direct route is right down the middle. it might be a bit early but you may want to consider pulling the sides of the map in some.
    • the ghost doesnt play very well, even though some people can pull it off i dont think the ground space suite it very well.
    • the mongeese where also not used. may want to either draw more attention to them or drop them all together.
    • I thought the spawns where mostly ok but could still use some work, in the video we talk about weighting and priority on them so i would listen there and make changes according to that.
    Still a great map to play and im looking forward to the next fix on it.
     
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  18. RoastingLamb

    RoastingLamb Legendary

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    I actually considered reducing the size of the icy part of the map before. I'm making taking the feedback and making some adjustments right now. Stay tuned for updates:)
     
  19. Pat Sounds

    Pat Sounds Legendary
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    Obviously I haven't been around to play this in recent play tests, but I have been checking out the VOD stream when I can...I don't have much to contribute in terms of gameplay feedback as a result, but I have to say that the forerunner structures in the most recent version are looking very good. The intro cams were also pretty eye catching. It looks like this one's coming along nicely! I'm looking forward to getting another game on it in the future, so hopefully I can provide some better feedback then.
     
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  20. RoastingLamb

    RoastingLamb Legendary

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    Thank you all for your overwhelming support. I have now released the map to the public :)
     
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