WIP - Perseus - Pegasus rebuild/rebalance Download Link This is a map project to attempt to balance some of the issues commonly agreed on with Pegasus. These being the strong influence top red had on the map, imbalanced power placements and other smaller concerns. I will be updating this post frequently so check back for WIP updates. Whats different? Instead of nerfing red side, my aim was to build up blue side to create another viable option of setting up so that rushing for top red is no longer as necessary to hold map control. Power weapon placements are being experimented with. My goal here is to find locations that will avoid adding too much conflict in a generalized location of the map and maintaining nearly fair grabs on initial rush and during game. Added segmentation on both sides yards. Ive heard many times that red courtyard on Pegasus has no direction so changes were made near Pegasus shotgun spawn and blue has a new platform/bridge. There are two new slideways. One is between red ramp and red island. The other connects the street in front of blue with house. Pegasus' small trench hallway that had a bunch of lazy cover has been expanded on. I wanted to make this area nicer and give it opportunity for a weapon placement and stronghold. Perseus has been facelifted with a loose recycle of the pits aesthetics and my own twist. Perseus Version notes: Beta Version 1 - 8/12/16: With the first round of testing its seeming that by placing snipe in blue bend and OS under security at garden it has caused a high amount of traffic in the area. This is also causing unfavorable spawns for blue team and making gameplay feel tight. For v1.1 id like to try new weapon placements to spread the heatmap out better, expand blue bend away from trench/security and fix the spawning concerns. Update: Multiple Test lobbies have run Version 1 and the concerns listed above have been minimal according to feedback. GREAT! Changes still planned for Version 1.1 (CURRENT) Beta Version 1.1 - 8/12/16 Weapon Changes: Slayer: Rockets(2 min) and sniper(3 min) swapped Shotgun replaces OS, OS(2 min) moved to house SMG replaces Shotgun Plasma pistol moved under blue bridge Removed BR, added carbine in blue bend Strongholds: Railgun red bend Caster blue bend Camo house Shotgun excluded Flag: Dueling Snipes Damage boost house Miscellaneous: Changed name location 'blue sneaky', the death pit, to 'Pit' Added projectile blockers in areas where nades could bounce through cracks Raised light fixtures to avoid contact Removed explosive barrels Adjusted spawn points and volumes Adjusted stronghold locations, names and sizes. Removed Crate at bottom blue ramp Added crate in blue yard for more access to blue island Added Blue and Red concrete to their respective sides for player orientation and too much brown Structural changes: Moved the wall back at blue nest so now theres more space for fighting and cover up there. Most changes were at blue bend where geometry was tight with too many sights in. The whole section was stretched outwards and away from security more, some cover added at the window in front of the platform and added more of a tunnel like structure between blue ramp and blue bend. Also walled the slant off from blue bend into security. -------------------------------------------------------------------------- If you have a 4v4 lobby and can test this map and leave constructive feedback here id be grateful. Thanks for checking out the WIP thread.
My lobby tested your map, here is the feedback: -Death pit should be more obvious -Certain "rooms" people could hide in, areas can be choked -More color differentiation, mix up the textures, some players found map disorienting. -Game play gravitated towards sniper side -Lobby said upgrade over Pegasus (looks like the Pit), generally liked the map - Has a good balance of long range and close quarter combats
I plan on throwing this on in one of my lobbies, I am that oddball that liked Pegasus, but I still recognized its faults.
Thanks for all of this duke. Im already planning some changes that may help some of these things. What does 'death pit should be more obvious' mean though? --- Double Post Merged, Aug 16, 2016 --- Yeah i think that explains my stance too so i wanted to give it a second wind because no one really has. Thanks for testing it and ill tell you guys when its ready for a second round. By the end of this week for sure.
This looks sweet, looking forward to finding some time to play this soon. One idea/suggestion... nighttime lighting? I feel like that would look sweet with the lights around the map. This is common feedback for me so maybe I can help. It basically means add railings around and make it harder to fall in. On top of that I like to put some light rays facing vertically in the pit itself, makes an ominous "don't go down there or u die" feeling
Love this one! To help with camping on red side, add some beach chairs and a parisol so they have somwhere to chill. Also i agree shotgun in trench would be sweet, not sure about OS though... Not sure if you know there are quite a few testing lobbies out there now, like Max Extras, Infinut, from halo customs.
I used cirrus instead of overcast for Perseus. The only other is sunset. Overcast and cirrus both look good but the lighting is tailored to cirrus because i was able to brighten the map up with less lighting than i could have with overcast. The lighting is on the edge of framerate issues so yeah. Oh i was thinking people were calling trench a deathpit and forgot about the literal death pit. That makes sense, ill figure something out. Im so thankful i have you to help figure out my deepest issues.
I couldnt be more serious. Tested the map today and got some better gameplay with the alternate spawning. There wasn't any stagnation and played more on red side, yet still spread out. Still planning to make a round of adjustments. We also got that @black picture seal of approval babyfaces.
Feedback from my 3 games in my lobby: Since there is terrain on the lower part of the map, the "Death Pit" feels like any other drop down area of the map. A few people dropped in there thinking they were just dropping down to another route. I understand that people would learn this, however being a death pit, it is not any different than the other areas. You could do something to make it a true death pit, I have no further suggestion for that idea. The overall look felt like "The Pit" (No one knew about Duke's feedback) and the overall thought was to change the colors to make it different colors than "The Pit". Each game played refreshingly different (two 4v4 Team Slayer, one 6 player FFA). In each game, the players utilized most of the areas of the map, but the "Death Pit" was a major complaint.) The lobby was excited to play it all 3 times, I had to sit 2 people to do the FFA. Our 4v4 matches were close and I got trashed in the FFA... However the FFA experience was a very welcome experience and seemed to be the most enjoyed. Conclusion: Color change desired, Death Pit revisited for a more clear purpose, very enjoyable competition, miles above original, a few more subtle things to determine if you are on red or blue side(personal thought). I look forward to playing this again after any changes you are trying to do, update us here when it is ready and I will continue to test the map.
Thanks for testing it and i appreciate that you tried FFA too. I will put FFA spawns on it because i forgot before. Its really nice to hear people are enjoying the map. I ended up adding dust in the death pit so that its pretty obvious now. The map was purposely designed to look like the pit but i did add more color to help with the overwhelming brown and orientation issues you and others have mentioned. I moved the wall back at top blue so now theres more space for fighting and cover up there. Most changes were at blue bend where gameplay was tight and too many shot angles in. The whole section was stretched outwards and away from security more, some cover added at the window in front of the platform and added more of a tunnel like structure between blue ramp and blue bend. Also walled the slant off from blue bend into security. Its looking a lot better. Seems like the only gameplay issues were in demptions lobby as of now but regardless the new feel of blue will help im sure. @xdemption @Duke of Mearl @Randy 355 and D4rk, the new version of Perseus is in my files and ready to be tested. Its description is Version 1.1 guys. Thanks again! Along with the changes mentioned above, heres like 5% more i can remember making: -Rockets(2 min) and sniper(3 min) swapped -Shotgun replaces OS, OS(2 min) moved to house -SMG replaces Shotgun -Plasma pistol moved under blue bridge -Removed BR, added carbine in blue bend - Changed name location 'blue sneaky', the death pit, to 'Pit' - Changed name location 'pit' back to 'trench' -Added projectile blockers in area where you could throw nades between walls -Raised light fixtures to avoid conflict with them -Removed the explosive barrels -Adjusted a lot of spawn points and the spawn volumes
We played the map the other night and in stronghold's you can capture the one point from above if you crouch just right at the end of the ramp before you enter that room. I don't recall how else to explain it. Otherwise the aesthetic's could use a feew variations in the other areas, but it plays better than the original Pegasus.
I made a ton of small changes to the map this morning that included adjusting the strongholds. I hadnt actually taken it into custom to double check these things before but now its rectified. Strongholds has a different weapon set up aswell. Rail replaces snipe, caster replaces rockets and Camo replaces OS. I added new colors around the map to add variation to the aesthetics and player orientation the other night so thats changed too already. Please continue to test this map in slayer primarily and now strongholds is ready for some stress testing too. Id really like to get some feedback on how strongholds is playing and whether trench should be moved closer or further from blue bend. I dont get enough opportunities to play with you guys and am usually completely unavailable to play halo on the weekends so its a huge help that all of you are testing without me. I promise ill get some updated pictures of Perseus into this thread tonight. I have been really busy with the actual forging of this map and the new MM Viking and kept putting it off until the weekend where my wife sets restrictions. lol