I built Argos on the eastern side of Paridiso Island. Argos is named after the ancient Greek stronghold city. Squatting in a strategic location, it was once a powerful rival of Sparta. Argos is a balanced map for 8-16 players. Two symmetrical promenades flank the central domed rotunda. You’ll enjoy a good mix of close skirmishes and medium to long range battles. Good Ghost pilots will have a blast, but I didn’t make it easy. I left the two existing high cliff-side paths available, but they’re accessible only by Jetpack and you must traverse some map and briefly touch a soft kill volume if you want to get up there with a Sniper Rifle: Risk vs. reward. Mimicking classical architecture inspired by the Palace of Fine Arts in San Francisco, I designed Argos to flow with the existing terrain of the island. I love the eastern side of the island, feel that it’s underused and wanted to build something that does it justice. Functional simple aesthetics and geometry were one of my goals. A good deal of playtesting by up to 14 players at a time has been done including split screen testing. But please download it, play it and provide feedback and suggestions. Have fun, and be glad I didn’t name it Clash of the Butt Krakens. And don’t leave me hangin’ in that first screenshot. Weapons: • DMR: 4 (45 sec) • AR: 4 (30 sec) • Magnum: 6 (30 sec) • Plasma Pistol: 4 (30 sec) • Needler: 2 (60 sec) • Needle Rifle: 2 (45 sec) • Plasma Grenades: 10 (30 sec) • Frag Grenades: 10 (15 sec) • Rocket Launcher: 1 (150 sec, 1 spare) • Concussion Rifle: 1 (150 sec, 1 spare) • Shotgun: 1 (90 sec, 2 spare) Vehicles: • Ghost: 1 (120 sec) • Mongoose: 2 (60 second timer) Forge Bucks Spent: $4,505 Link to map overview with object labels Flythrough
I love that you were able to run with a single strong architectural theme on your map. You created some good areas that draw the players to them without having to go overboard on the budget. I see a lot of opportunity for close, mid, and longer range combat as well as abundant cover. Beautiful work.
Sweet Map Unbelievable map! The acute precision of detail amazed me. While enjoying the security of all the little caves and ally ways you need to beware of the DMR/sniper rounds that are inevitably coming for your head. Well done sir, keep up the amazing Map art.
Thanks, leegeorgeton. That means a lot coming from the spiral genius. You nailed my intent. I worked hard blending Forge objects with the existing "natural" map objects to enhance the flow while staying true to the theme. I also wanted to draw players to and through the Rotunda (dome) during objective gametypes. I'd love for someone to dl and try KOTH static. I think I finally figured out the KOTH first hill spawn quirk (not the sequence order bug that Bungie fixed). Static hill on Argos should spawn the hill in the Rotunda which makes for crazy carnage. I want others to confirm it works that way for them too. In case you care, the workaround for the quirk is this: the hill you want to spawn first (for balance, symmetry, fairness, etc.) create it LAST. I found when setting the KOTH game option to "static" or "crazy", the game always spawned the last hill I created first.
The method I've used to ensure the correct placement of my static hill in KOTH is to create all of the hills in forge, then play the map in custom games. I note where the static hill shows up, then go back to forge and place the static hill in the correct location. Now that you've told me how to do it from forge to begin with, you've just saved me an annoying step in my process. Thanks.
I will download and reply with my 2 cents. I love the open bottom, it gives you plenty of chances to splatter players/ blow up ghosts, and who doesn't love that? I like how you used the windows as handrails as well, so many rails just use the default decorative part, myself included. This is funny though, I just built a map focussing on Italian architecture! Once again, nice job, looks good for 4 v. 4, I'll reply back after a fly through.
Very cool map, I'm checking it out with my buddies right now. I love the center thing with the spirals ceiling, the rest of the map is just as cool, the gameplay seems pretty solid to me as well. Also If you got a moment you think you could check out my work? Link: http://www.forgehub.com/forum/reach-competitive-maps/119611-origin.html I haven't had anyone look at it and I'd appreciate it because I don't know how to get people to notice it lol.
Hey this looks interesting, the layout has some potential, but I think some of the design could be cleaned up. I'm not a fan of those double doors connecting the columns aesthetically, and I think that using 2 1x4s rotated to make a star pattern makes a nicer column. I'm assuming you have a bit of a budget left for this, but otherwise looks nice.
The spiral effect was actually a lucky by-product of the dome construction. Nothin' wrong with coming across cool techniques on accident though. Post back when you've rolled it a few times. I'll check out Origin.
Wow, this is a great design. Now that I have sen it for myself, I see what a great objective map this is. The map isn't quite symmetrical, but it is just enough to make it fair while letting both sides keep their originality. A few asymmetrical pieces were odd though, such as the platform near the shotgun room that you could only get to from 1 side. The shotgun room itself also felt awkward and did not really fit with the map to me. The ghost had lots of room and the mongooses seemed to encourage flag and bomb games as well. Once again, your architecture was just awesome and it all had a purpose instead of just looking nice. Great job, message me if you ever need another tester!
Hey, Flyingshoe - that's actually really observant feedback. I'll try to address. (Justify? ) First though, you hit it exactly with regard to balance, not-quite-symmetrical and fairness. Okay, the shotty cave. Yeah, I agree it's a little out of place for slayer. However it provides a good duck and cover area if you're being chased by jetpackers or a ghost. I have considered walling it off though for slayer games. When you play Crazy King, the cave makes sense. Good point though. I like a little asymmetry. If you check out the map overview, the ramp and perch near the cave are actually bisected right down the center of the map. I designed it that way so at initial spawn, a dude from Blue base with a jetpack can get directly to the perch at about the same a dude from Red base can get there with sprint using the ramp. I was trying to introduce balance with options. Thanks, Flyingshoe!
I like a little asymmetry. If you check out the map overview, the ramp and perch near the cave are actually bisected right down the center of the map. I designed it that way so at initial spawn, a dude from Blue base with a jetpack can get directly to the perch at about the same a dude from Red base can get there with sprint using the ramp. I was trying to introduce balance with options. Thanks, Flyingshoe![/QUOTE] Well, the blue guy with the jetpack can get up, but not the blue guy with sprint, while all the red team can go up. It seems like it would be easy to implement a second ramp, or better yet a rock ramp with a hand rail. I'll stop before I take over your design, but this area just bugs me. I can live with the shotgun room though, it's just a little weird, but helpful!
What's weird was one of my testers grabbing the shotgun and then jetpacking up to the top of one of the promenade columns. ?! :-/ Anyway, I hear you and that's good feedback about the perch. V2 will include alternate Blue side access. It'll make for some interesting altercations up there.