WIP: Atheon 2v2

Discussion in 'Halo and Forge Discussion' started by xdemption, Mar 6, 2016.

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  1. xdemption

    xdemption ATN
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    Hello fellow forgers! Back again with yet another map, only this time I had a huge hand with the development with @A 3 Legged Goat. When I had first began this project we begun with one of his early designs and tried to improve upon the initial design. After the first few games we had some major flow problems as we had many connection problems and odd pathing which didn't feel as intuitive as we originally thought. After going through some minor adjustment and play testing, we decided to go back to the drawing board. As goat was very busy half the time with the 2v2 contest, we had one more sit down on art, layout, goals and theorize what we wanted the end product to be.

    Thanks to much of goat's input and the time we took planning the theme and structure of the map, I was able to pretty much take what we spoke of and built a map overnight. this time the playtest felt far more enjoyable with only some minor scaling issues and some aesthetic issues that plagued the map. So with the layout more clear in my mind I began piecing the map back together with all the feeback I had received during playtesting. With that I present Atheon, I highly vertical asymmetrical with qualities of both prisoner and in some ways lockout with a slight taste of a well known quake map (which I forget the name of).

    Weapon layout is still under development and spawning is being tweaked as we speak, more testing needs to be done to see what can become of the map. There is also the thought of making it play for 4v4 as it plays slightly slower that some of my normal 2v2's. We'll see what happens!

    Forged by: Xdemption
    Co-forger/designer: A 3 Legged Goat 8.png 1.png 2.png 3.png 4.png 5.png 6.png 7.png
     
  2. Xandrith

    Xandrith Promethean
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    Wayyy better than the first version so far. Hit me up for testing:cool: The only thing I would suggest is a name change. Anyone who has played destiny knows atheon and it doesn't really seem like a map name.
     
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  3. Goat

    Goat Rock Paper Scissors Scrap
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    I actually like the name because you can push people off of the map. :cool: http://xboxdvr.com/gamer/A 3 Legged Goat/video/15389631

    Working on this project has taught me several valuable lessons.

    The first one is that I'm a lousy co-forger, but then I already knew that.

    The second is that Demption is a machine and he probably doesn't sleep.

    And last but not least is that this is Forge and you can build almost whatever you can think of. Working with fantastical themes that either do not have much reference or are not as "defined" is both challenging and liberating. This particular one does bear some similarities to architecture from Destiny (among others); however it is more organic in how it is constructed, which lends itself well to spontaneous and abstract designs. For someone who is as art focused as I am, it's a great match, and I think Demption did a good job bringing it to life here. I hope to explore the theme more often in the future.
     
    #3 Goat, Mar 6, 2016
    Last edited: Mar 6, 2016
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  4. PharmaGangsta1

    PharmaGangsta1 Dr. Deathpit
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    This screams Destiny, looks noice
     
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  5. VwS Executioner

    VwS Executioner Sweaty Online Warrior
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    Oh look another map have to 15-0 you on ;)
     
  6. Black Picture

    Black Picture Level Designer
    343 Industries Senior Member

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  7. Erupt

    Erupt Forerunner
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    Just took a look around this, it's truly beautiful. This kind of chaos is not an easy aesthetic to pull off but you did a wonderful job. The level of subtle orientation the lighting colors provide without being all in your face about what team's base it is is astounding to me. :)

    The windows into the main atrium provide some really cool lines of sight between significant positions to hopefully balance them out and keep people moving which I liked a lot.

    My only gripe from just walking around was that I wanted to be able to make the jump up to the walkway overlooking blue spawn. I felt cornered in that room by the high walkway on the opposite side of the main atrium because you can see every exit from blue spawn from it and you have a significant height advantage on all of them. If you could jump up to that walkway I felt as if you would have a quicker escape towards the sniper spawn than you do from any other exit, and you would have enough height that you can challenge someone who is set up on that high walkway more easily. This might not be an issue in an actual game, of course.
     
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  8. xdemption

    xdemption ATN
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    The main idea behind that is it's supposed to be a counter to blue room as it can be a very strong position to hold when in the right hands, I meant for that position to only be accessible from the outside so it promotes you to move through the map.
     
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  9. Erupt

    Erupt Forerunner
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    That completely makes sense, and I see that most of the map has a flow in that clockwise direction.

    Still after a bit of thinking about it, I don't necessarily see a problem with being able to get up to the walkway in question. If blue room is being held by a team, you would still have to go outside to get to the walkway. It's not like you are going to go into the room they are holding, jump up on the walkway, and then start fighting.

    I don't think it would detract from it as a counter to blue room, and it would give blue room a safer exit if you were pinned down there.

    It might hurt the flow of the map so to speak, but since there is no reason to jump onto the walkway and then hold that position (because if you jumped onto it then you already had blue spawn under control most likely) I don't think it would prohibit movement in that sense. In fact, it might even promote more movement by providing an advantageous route to leave blue room instead of feeling cornered there.

    Again, this is all theoretical as I haven't played the map :) just ideas for discussion!
     
    #9 Erupt, Mar 14, 2016
    Last edited: Mar 14, 2016
  10. oVR

    oVR Ancient
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  11. xdemption

    xdemption ATN
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    Looking to get some more feedback and testing on the map soon, will be doing an official release when I have gone over some minor details of the map.
     

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