Sentry

Discussion in 'Halo and Forge Discussion' started by H3C x Nevz, Jul 30, 2009.

  1. H3C x Nevz

    H3C x Nevz Ancient
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    Sentry is a spiritual successor to my best Foundry map, Fissure. Likewise, I have confidence that this could very easily be my best Sandbox map, and best overall map, to date. You'll notice that it is very open, and that is intended. Lots of broad surfaces to support vehicles. Each side has 1 ghost and 1 warthog.

    In terms of objective, it does not have linear paths, so it will mainly use Team King and Territories.

    Current stage: ready for testing.


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    Plans for this map: Atlas submissions to Squad Battle, Social Skirmish, Social Slayer, Team Slayer & Team Snipers (Customized Snipers map, of course). Great overall 5v5 to 6v6 map, supporting TS, Team King, Territories, & Team Snipers.
     
  2. purpledinosaur0

    purpledinosaur0 Ancient
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    Even though you said you want it open for vehicles, you could have done a little more. Add more scenery because so far all of the structures such as the Wall Ts and the stacked Block Doubles look really bland. Since it is so open, you should have enough money and objects to do something with it.
     
  3. AlexIsCoool

    AlexIsCoool Ancient
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    It looks like it is still missing something, its a little bit empty.

    And having 2 ghosts and 2 warthogs is risky,
    when you place the counter vehicles make sure you make them EASY to find. If its a nubs first time playing your map and they need to take out a warthog they should be able to find the big guns fast. Instead of searching around the base for it while being shot from every direction.

    And not having linear paths is the exact opposite of what you want for kings and territories. You should be able to predict where the enemies are going to be then you can cut them off while the rest of your team controls.
     
    #3 AlexIsCoool, Jul 31, 2009
    Last edited: Jul 31, 2009
  4. Nemihara

    Nemihara Ancient
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    It looks simple, but it's just that. Simple. Nothing 'wows' me, nothing jumps at me that seems particularly creative or cool. Of course, it looks like it'd still play great. However, beyond that, it seems dull. What you should try doing when you're designing your map is to make obvious callout points. "Sniper's at the gulch!" "Flag trying to go under the overpass!" "I'm going to try sneak around the tower!" Things like that make the game a lot more strategic and fun.
     
  5. H3C x Nevz

    H3C x Nevz Ancient
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    I'm still debating on the vehicular set. It might just go down to 2 ghosts by the end.

    And no, that IS what you want for territories and king. Y'know what you get when you know exactly where the enemy is coming from? Conquest. Territories and King are NOT linear. Look at default maps, Territories on Sandtrap, Crazy King on Guardian, etc. They all have multiple paths to every hill. Same in MLG for hill.

    Thanks Nemi, I'm going to try to add more wow factor but right now, seeing as Atlas is the goal, I want consistent gameplay. And how do you know that there won't be callouts by when this is released? The two main structures are overpasses, so you could use "Over red bridge" and "Under blue bridge" etc. along with "Slit T" for the T wall with one slit and "Closed T" for the other. So on and so forth. Weapon spawns, etc, there will be ways to navigate.
     
    #5 H3C x Nevz, Jul 31, 2009
    Last edited: Jul 31, 2009

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