Hi Guys... My first[sup]*[/sup] map I've made so far on Halo 4 and I'm rather pleased with it. There's still dynamic lighting, no apparent framerate issues, the gameplay has been pretty fun so far and I'm struggling to find problems with it. As a whole, the main issues at the minute are just Z-fighting and the annoying, random, shifting of pieces. The Weapon/Power-up/Vehicle set up isn't final at the moment but hopefully after a few tests I can get a version out for people to download and test for themselves. On the testing sessions last night, there was a known issue with the teleporters not actually appearing on some peoples screens. I have no idea what I can do to 'fix' this, so if you see a teleporter frame: it IS actually a teleporter. Ascentortium itself takes inspiration from a number of things from Campaign missions and other maps. The campaign mission "Reclaimer" has a similar central structure as Ascentortium, I've taken inspiration from "Rat's Nest" in Halo 3 to design the floor space for vehicular use and the outer Sniper spawn areas were inspired by the Halo 3 campaign mission "Cortana". The map "has support" for up to 16 players. Whether 16 players works on the map is a different matter. I've only managed a few 2v2s and 4 player FFAs so far. The current weapon/equipment set is: 1x Rocket Ordinance 2x Sniper Ordinance 1x Railgun Ordinance 2x Random Ordinance > Damage Boost / Overshield. Both spawn at Teleporter locations. 1x Ghost 2x DMR 2x BR 1x Needler 2x Plasma Pistol 2x Carbine 2x Magnum 2x Plasma Grenades 2x Frag Grenades. Pictures Thanks for checking it out *First map I've designed and made... I've already Forged Blackout, lol.
From the pics, it looks very open to crossmaps. Are the camera angles strange or is it because it's from campaign? Also, the artifact base stands out A LOT from the walls in the 2nd to last pic..
I actually liked the look of that area in that pic. The last pic is what gets me. The catwalks? Stevo? Catwalks?
Nope, it is pretty open. Only the catwalk structure was taken from the campaign, the rest is pretty much just me. Depending on where you're stood; there's multiple counter points. For example, the lower teleporter tunnel entrances are great places to try and snipe the enemy flag carrier as you can see the flag platform. If you stand where your teams BR is, you can see just about both objectives... If an enemy is stood in these locations you can counter them from either of the upper DMR spawns at each side with either a DMR or long range weapon. The catwalks can also combat these zones, as well as the base overlook. The base overlook can be countered from the BR spawn, the catwalks and the DMR spawn. The base overlook can be dominating but it's highly exposed from most locations so has no cover. Pretty much, it's rather well balanced I've found through testing. Map flow is probably the best I've had in a map as all areas are used frequently. The Artifact Base piece is used because there aren't many othe pieces I can use and it looks better for those two rooms to stand out from the rest as they also have the rocky wall boundary lines too. You should come test it with me [br][/br]Edited by merge: Hahaha it's so the ghost doesn't have complete freedom of the map, and the catwalks provide most of the map with cover with the cross-map confrontations. The catwalk end (where rockets now spawn) is also accessible via a tac-jump from beneath it so you don't have to be forced into the linear movement catwalks often force.
Seems to be quite open and has some good variation in height but maybe a bit to open? Looks pretty good if you need any help playtesting hit me up on xbl 'XpRz Govier x'
I started forging and got thinking "forging is a lot more difficult in this game". Then I came here and found tons of well-designed maps. This is the best I've seen so far. It reminds me of the tower entrance from "Requiem". Great job so far.
I'm liking the 2nd picture there. Have you tied to improve on that a little? Maybe a little clutter in the room, just to give it that extra kick.
Mind if I have a look at this and consider it for a video? I'm really struggling to find aesthetically pleasing maps that would suit a video in the early days, and there are some parts that stand out nicely. Besides which, you owe me one because you used my doors in your map you got hated on for posting a teaser of
Flow is pretty good, and the middle structure helps improve LoS balance. Only problem is the frame rate lag when looking at the middle, but then again I was in co-op mode.
Hmm I thought they'd fixed the FRL thing with split screen. Does the map have dynamic lighting in split screen too?