This is what I'll be doing in a couple weeks when Christmas break starts. Archives is a symmetrical crypt map inspired by The Library from Halo: CE. Now, I know that The Library may be the most hated level in all of Halo, but I think this will be a good competitive map. I also have a pretty good idea for a special infection gametype. Stay tuned. And, just for reference, here's the full set of objects in Rhino.
I like Rhino more because I'm used to it, but Sketchup works just fine for basic stuff like this. Plus, Sketchup is free, Rhino isn't. and yes, that's the whole crypt.
This looks extremely open and not too hard to make, and there is very little height differential. There are what, 10 places which are higher than the ground? And 8 of them would require a nade jump. So yeah, there was definitely a reason library was hated from what I can see.
This won't be any good, I'm telling you right now.If that's the entire Crypt, then your map is going to be barren as hell. If you do insist on making something as generic as that, turn it into a conquest map or something along those lines. But even then, it's very very plain. I wouldn't suggest making this, perhaps redesign it a tad.
keep in mind, guys, that this is just the plan. things will probably change while making the map. and i'll keep multiple elevations in mind.
I say nay to this project, it's pretty plain, and I think it would be an unfair infection game. EDIT: triple same time post
If I wasn't harsh, than you wouldn't improve on it. So idk what you could do here. You could build the map and test several different versions and ideas you have.
Make a conquest map. Rock the world. If this map ends up coming short aesthetically towards the end, make some pipes overhead, t'would be neat. You probably still have a huge budget left, why not dome the roof while you're at it.
I would add maybe 2 ledges on each side, with a tunnel in between that comes out in the center of the map. That way you have more than a 1 way map. If you remember from the halo 2 library level, how they had those little tunnels off to the side. I would add something like that also, it just makes it so you can move around enemies easier. It also add's more depth to the game.
I like the feel of it, but it's too bland. If you made it much smaller, it looks like it could be a cool sort of hallway you could use in a map.
The only problem is that there isn't anything that makes the player go "wow". Regardless of how good it plays or how fun it is, it still needs that "wow" factor.
This design looks great, although a design is only as good as the actual map. Though i doubt you can make this this thing look bad. Invite me to see it whenever you are on!
you guys are absolutely right. this project will be put on hold until i can come up with ways make the suggested changes. I'll be pretty busy this week (research paper due thurs, finals next weeks,) so I won't be working on the design at all for a little while. But keep the comments coming! Everyone can use more criticism.
Remember the areas of the librarian that kind of were little ditches and connected to small hallways? If those were included this might have potential as long as some sort of ledges like was mentioned earlier were added to the main floor. + pipes above play area is a good aesthetic idea.
i actually thought about that, but decided it would take too many objects. I'll reconsider it though, because it would be awesome.
Something that wouldn't require any sort of designing at all, is just to stretch it all out, and turn it into a conquest map.
i'm too unfamiliar with conquest to trust myself to make a map for it. and i want the map to apply to multiple gametypes, anyway.