Martyr v4.0 By DJHellish Tenchu Chaos - Perth, Australia What: An Asymmetrical map designed from the ground-up to be balanced towards Assault and CTF (both symmetrical and one variants,) as well as be fun and balanced for Slayer, Infection and other gametypes. Description: A once proud cathedral, derelict and desecrated by the Covenant in long since forgotten skirmish in the African Savannah. The majority of the site was collapsed in, and walls and roofs tumbled and broken. Inspiration: DE_Dust from Counterstrike was the main influence when I first started making this map back in April. Over time (after coming back and forth between this map and various others yet to be released,) the map triple in size thanks to multiple heights of play on this map, and a large area of the map being opened up. Almost none of the main features of DE_Dust can be seen now, with the exception the Delta One and Delta One Hall, which loosely resembles Bomb plant site B and the middle-map hallway. Development Time: With over 4 different variations, and one-off production I would have to say 110 hours plus... Inventory of Destruction: 4 Battle Rifles 3 SMGs 2 Shotguns 2 Covenant Carbines 2 Brute Shots 2 Spikers 2 Plasma Rifles 1 Human Sniper Rifle 1 Mauler 1 Bubble Shield 1 Power Drain Grenades on map: Fragmentation and Covenant Sticky Videos: Click here to download tour of map film clip Overview of Map: Pictures: Overview of Martyr Reverse overview of Martyr Bravo Top (contention area) Bravo One (contention area) Mid One (contention area) Delta One and Mid One Hall (part of Defender's Base) Delta Flag Room (Defender's Base) Tango Stairs (part of Attacker's Base) Tango Top (Top front of Attacker's Base) Alpha One (contention area) Alpha Top (contention area) To download and rate click here
Ok, first of all it looks like you put a lot of time into this map but you need more overviews of the map. But from what I can tell, you have have done a really great job. But there is three suggestions I would like to make: Put a cover poing (like a barrier or barrels or something moveable) on Alpha top; Next, put some cover in Bravo One (like a truck or crate or something big); and finally, add a dumpster in the Delta flag room below the stairs in the corner that you can't see. And that should make your map a lot better to play on. I do like how you have a cover point in Mid One. But add two cones beside the fusion coils (you never know when you might get a splatter with one of those. I thought that it wouldn't happen to me but it did). You also did a great job with setting up this map in which you set it up to be a small map but you also gave it many floors and breatheing space. I hoped this helped. I give it a 4/5.
Looks pretty sweet, with a nice layout and a great idea. You made some decent interlocking, and some professional-looking ones, too. The floating stairs looks rather awkward, I'd suggest replacing them with a bridge, (unless you already used all of them) In which case I'd suggest using a wall-double or two walls together in replace of the floating stairs. Overall this is a job well done, and great effort put into it with some awesome results.
This map looks great. From the picures, the design and the excution of the design look absoulutly great. The balance of high spots and low spots really caught my eye and how well you used the close quarters areas and the places where it was in the open. The interlocking on quite a few places looks really well done and is very well forged. Some things I would suggest to you is, making more of a varity of aesthetics. These would help your map stand out from all of the rest. Another thing is to interlock the double boxes making the floor. This makes sure the player will not have to experience any of those bumps. Well, other than the things I pointed out. The map looks great. Just get some more aesthetics and interlock a few things and then your good to go. Nice job!
ok so I like the map it looks really good but I cant really tell how the map looks more pics maybe? but i like from what i can see 4.5/5
Wow I must say one of the best layouts of a map I have seen in a bout a week! It has so many different levels. CTF just makes for one hell of a game right? What I do not like is in the picture named: "Tango Stairs" it looks a bit sloppy! I would fix that in a v2 or think about things like that in a future map. Like the layout, though for next time I would suggest putting maybe an hour or two into geo-merging those open-boxes on the floor! Other wise this maps looks great! If you have any questions just pm me! -Irish
It's pretty hard to get more photo's as the geometry and roof block off a lot of spots to take photo's. I do have a virtual-tour setup though on Bungie.net, and am currently waiting to for Bungie to setup their "Make to movie" function to be setup so I can publish a video here. But, you can download the film clip for my first post and view it. Ironically, the film clip is like 7 times the memory to download than the map itself, so I don't know how dling the clip saves space :s
Wow i'm not easily impressed but this map is very well made! the asthetics aren't great but this looks like a bungie made map! Well done 5/5
Please let me know if you have had a play of this map yet, and anything that needs polishing other than what has been previously stated. I am planning on taking everyones suggestions on board and doing everything possible to improve the map. It will be very hard to get a good idea of what really needs to be done, if no one has played it though. I am really appreciative of WhiteHalo3's advice to place a cover point in Bravo One. I looked at several cover options but haven't find anything I am happy with so far. Thankyou, DJ.
I can honestly say I am deeply impressed. Great design. Nice size. From what I can tell this is a really great map. interlocking is spectacular. I didn't see any geomerging. There could have been some more interlocking in some parts but this is still an awesome map. I wouldn't be suprised if I saw this featured some day. 5/5 my friend
Im just about to announce a remake of a VERY old map of mine which everyone played and downloaded, which I made for Quake 1 back in 1997. It doesn't look the same because of Forge being an Object editor rather than a level editor, but it definately has the same feel to it Just before I do thought, I just wanted to see if there was anyone else who has played this map who hasn't commented on it yet?
Looks cool, it looks big and I like how you used the boxes to separate the map. The only thing I could say is that in some places it looks like you either ran out of resources or got hasty when creating some elements. But it's a good job, just even out some places and spend a little more time fine tuning it for a V2. Overall 7.5/10.