4 square

Discussion in 'Halo and Forge Discussion' started by wade, Mar 6, 2012.

  1. wade

    wade Forerunner
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    This is a new map that I am developing. It is called "4-SQUARE." I was also considering the name "Thundercat Spaceship Docking Star."
    This is the first new map that I have created since my original ForgeHub upload (The Pool). The last two maps that I posted on here (Corporate Takeover, Monitor vs Merrimack) were both pulled out of my way-back-vault because this one has been taking me so long...

    4-Square is intended to be a 4 team map. 2v2v2v2, 3v3v3v3, 4v4v4v4, or even 1v1v1v1.
    I have gotten the 4 team CTF working and it seems like it will be amazing, but I want to be able to do 4 team, 4 bomb assault working as well. Anyone know? Is this possible?
    I saw an old post on the issue, http://www.forgehub.com/forum/reach-forge-discussion/118972-four-team-assault-ctf.html, but they are talking about neutral bomb assault.


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    The flag stands you see in the next couple images are set there for Stockpile. I'm not even sure I would use this map for that game, but the real flag stands are on each ship.

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  2. v clinical v

    v clinical v Forerunner
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    I would consider this an awesome idea, if you connected the bases to the middle and built some architecture connecting them. I just think the whole thing is a bit open and could use some more... ground for bigger parties. Not to mention waiting in line for the teleporter...

    Also, framerate

    Also, hammer and overshield at the same time? Hmm...

    Solid idea, needs some work tho
     
    #2 v clinical v, Mar 6, 2012
    Last edited: Mar 6, 2012
  3. wade

    wade Forerunner
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    Thanks. Yea I think the open style just what I like. I love the idea of being able to see the whole field. To see a battle going on in the distance, pick your moment, and then throw yourself in at the perfect time. I did something similar with the teleporters on my other map and I liked the way it turned out.

    The spacial separation plays around with attack range a lot too. You can be picking on some guy with a battle rifle from 200yds away, and then suddenly he takes it personally and is standing right next to you.

    Although the map is spread out, there is actually a decent amount of floor space. Even at max capacity each base should be capable of supporting short 2v2 standoffs. Hopefully random overloads will be fun. There will always be a few players on the star.

    As for the Hammer/ overshield/ Focus rifle.. I don't really mind creating a mini-juggernaut in a 4 team game. You have to use one of the 4 man cannons to shoot yourself into the hole in the first place. Once someone gets it, the other 3 teams just have to hope he doesn't come after them.

    The focus rifle beam coming out of the center temple is also pretty cool. You can give long range support to a teammate attacking any base.

    The 4 teleporters in the center are separated by glass and shield doors in a 4square pattern. (Hence the name.) That will cut down on the teleporter line a little, but it will still be chaotic.

    Framerate is an obvious issue I have been dealing with. I cleared out a lot of the stuff in the middle, so it is running pretty well, but I will still work on it some more. The star pattern gets very complex in the middle.

    Long answer, but yea thanks. Always appreciate comments.
     
  4. Auburn

    Auburn a dope soul
    Forge Critic Senior Member

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    Having only one way to a certain area kills gameplay, especially in objective games. There are multipe things I could see being a problem. Could a add a DL link?

    Here's a problematic scenario. Let's say you were playing 2v2 and both players went through the teleporter. One player could continue standing on it while the other nabs the flag. He could then easily get away due to the enemy players inability to kill him since that's the only way to the center.
     
    #4 Auburn, Mar 6, 2012
    Last edited: Mar 6, 2012
  5. v clinical v

    v clinical v Forerunner
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    ^ That, and you can keep the same gameplay mechanic of "picking your moment to strike" by having the outside ring that would develop be more segregated.

    I said lack of floor space because I think the outside bases would be moot because I doubt many people would come from the inside star thingy to the outside to fight. Plus that creates tele-camping issues.

    Basing relatively normal gametypes on teleporters or man-cannons generally doesn't work well, so you want to have some solid ground in-between your main playing spaces.

    Maybe, just maybe, if you had the platforms/walkways from the outside to the centerpiece, then you could switch the teleporters from the outside to man-cannons from the outside, so you could either walk or just throw yourself in. That might be interesting.
     
    #5 v clinical v, Mar 6, 2012
    Last edited: Mar 6, 2012
  6. wade

    wade Forerunner
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    Once a player has nabbed your flag and moved back through the teleporter to the center of the map he is practically home free. Yes it's problematic for you, but that is the whole point... Don't let him do that.

    Did you read my comment above pictures 10-12 saying that the real flag stands are on the platforms? and that the ones on the star were just me experimenting with the Stockpile gametype? Standing on the teleporter will never accomplish anything.

    I understand the normal issues of tele camping, but in a 4 team match things change. If you are going to camp, someone else isn't. It is going to be easy to figure out who is because the map is so open. Plus I built in plenty of ways to clear out campers.

    All of the heavy firepower is located in the center. If you want to camp effectively you are going to have to go in there and earn the right to do so.

    I am confident that players will move both to and from the "star thingy," even in a team slayer match, because I spent a lot of time diligently balancing out the centerpiece's firepower with the strategic advantages of each base.

    I also understand that "basing relatively normal gametypes on teleporters and man-cannons doesn't generally work well." This isn't a general map. I promise that I took a lot of that into consideration. I am trying to do something different. I'm confident that it will work, and that it will be awesome, but who knows. Maybe you won't like it.

    I would just suggest trying it when it comes out, and I will certainly consider some of the things that you have said.
     
  7. Auburn

    Auburn a dope soul
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    I apologize for not reading that tad bit. The reason I asked for a download link was so I could let you know of any problems I found in forge, not because I wanted to play the map.

    Touche, but that brings up another problem; camping. The way your bases are set up promotes it. As shown in the third picture, a player has a view of most of the map and the only entrance into the base. There should be multiple paths a player can take in order to capture the objective so they can out-strategize the camper. Otherwise gameplay will probably be boring and repetitive. I can't say it will be for sure without playing it, but that's how I imagine it.

    Your right, this will prevent camping, but it is also part of the reason a player would be reluctant to venture there. Unfortunatly, they are forced to because it is the only path they can take in order to capture the flag.

    I understand that you took everthing into consideration and I respect that, but that is a big issue that really effects gameplay in objective games. Do as you wish though.
     
  8. wade

    wade Forerunner
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    Hey yea sorry I didn't see that you asked for the link. I actually don't have it on line yet, but I plan on putting it up some time today or tomorrow.

    What you are saying is true. In some cases you are going to need covering fire to break through the initial breaching point. However, in this scenario I am hoping that you will actually be able to supply your own cover. The teleporters are lined up in such a way that with the DMR, Needle Rifle, Focus, or really any gun you should be able to suppress the enemy and then immediately hop through the node. You can literally shoot yourself if you want to...

    I get the concern about the one entrance, but that is really the whole point. It is also what I think will make the map different. Although they all have only one "door", there are still 4 base options. As soon as you break through that first Y-platform you are presented with a surprising number of options. The two glass covers, and two tiered, wide/narrow ramps actually provide a total of 15 different paths that you can take to the flag stand.

    I will let you know when it's up in my file share. I would love to have another set of eyes run over the map. I am still kicking myself over a mistake I made last time.

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    Also the vantage point in picture 3 is deceptive. That is the only spot in which you have that type of sight line, and it is extremely dangerous to stand there. If someone shoots either of the outside fusion coils, the inside one shoots across the face of the platform and triggers the other two. It basically kills anyone on the front third of the platform.

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    Ok I tweaked a few more things and uploaded it to my file share. http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=27110810&player=LeadingChimera3 If you guys see this check it out and let me know. So no one knows about 4 team Assault?? I guess I will just have to give up on that. Probably going to put it up tomorrow.
     
    #8 wade, Mar 9, 2012
    Last edited: Mar 9, 2012

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