Colors v1.7

Discussion in 'Halo 4 Archive' started by TAxxOUTBR3AKxx, Jun 13, 2013.

  1. TAxxOUTBR3AKxx

    TAxxOUTBR3AKxx Ancient
    Senior Member

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    Description: A familiar battleground once filled with fluff and fur now has nothing left but familiarity.....

    This is my 2nd Forge map ever made. I have spent roughly 17+ hours on this map and it's nearing completion. It's currently playable, and realistically all that's needed is playtesting. I've gone through in Customs myself for a couple hours making sure there's no nooks, crannies, or otherwise areas players shouldn't be able to reach out of bounds.

    This is my map, Colors, featured from Conker's Bad Fur Day. It's the same aesthetically, but some things have been changed or sacrificed in order to make it Halo-playable. This includes the inside of the bases no longer being a large circular room, because mid-map is huge all on it's own. Anyways, here's some pics and map-specifics:

    Gametypes: Everything except Dominion and Extraction. Slayer games of 4v4 (or 8 players) should be nothing short of Team Snipers/FFA Snipers.
    Players: 8-16 Players
    Initial Drops: 1 Sniper per @180s, 1 Neutral Rocket Launcher @180s, 1 Neutral Spartan Laser @180s.
    Random Drops: 2 Energy Sword/Gravity Hammers (opposite ends of mid-map walkway), 2 Random Concussion Rifles (front of each base), 2 Random Sticky Dets/Speed Boost/SAW/Needler/Railgun , 1 Random Incineration Cannon (mid-map).
    Vehicles: 2 Mongeese each @60s, 1 Warthog each @90s, 1 Ghost each @120s, 1 Rocket Hog each @150s, 1 Wraith each @180s.

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    Top-down view of the overall map. It's HUUUUGE. I know.

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    View out from mid-tower of the Attacker's Base. Nostalgia yet?

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    Looking from Defender's base out to Rocket spawn on plat.

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    Looking out from Defender's Sniper Spawn. Practically overlooks the map.

    [​IMG]
    Looking out from Attacker's Sniper Spawn. Camera is a bit higher, but the Snipe tower is a tad lower than the Defender's side.

    I understand where some of you may be coming from. Yes, there's a lot of weapons, and yes, there's a good number of vehicles. The Wraith is mainly used as a "flush-out" to get enemies moving more than anything. Other vehicles are mainly transportation for flag carriers and map movement. Right now the map is at completion and needs mainly playtested.

    Version History:
    -1.7- Fixed an issue with Wraith spawning. Fixed an issue with a Random Drop swapped with a different ordnance drop making map flow uneven for Attackers. Fixed layout discrepancies (random walls not aligned due to multi-forging). Adjusted some minor spawn issues. Added Flag_Away spawns for CTF.
    -1.6- Adjusted/Added Killzones to exploited areas. Adjusted Ordnance drop weapon priorities. Fixed exploited hiding spot behind each base's teleporter to Snipe tower.
    -1.3- Added initial Killzones outside of map in exploitable areas.
    -1.2- Added support for King of the Hill and Capture the Flag
    -1.1-Fixed up some layout issues and adjusted objects (specifically the main bridge area).
     
    #1 TAxxOUTBR3AKxx, Jun 13, 2013
    Last edited by a moderator: Jun 25, 2013
  2. FriedFoodStuffz

    FriedFoodStuffz Forerunner

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    The fact that you even mentioned Bad Fur Day in your post automatically makes me like this map. I could go on about how open it looks, or voice my concerns about potential safe spawn issues, or even rant about the vehicle choices, or tactical paths piece usage ect ect. But I won't for two reasons:

    1: There is a clear, and concise theme here and that's something I really appreciate in a forged map.

    2: I'm sure plenty of the elitists here will point out the things they dislike about the map, and point out how it doesn't fit into the tiny shell that is their existence.

    I will say, however, that I much enjoy your use of rock walls (nice "canyony" feel), and desire to create something unique. Especially when so many people are drawing inspiration from Quake era games. Nice to see someone else out there plays more than generic FPS's. I wish more people would be so bold as to pull from less "obvious" franchises.

    Overall, I still think this one needs some work. But it's shaping up to be something very cool. Cheers!
     
  3. Squidkake

    Squidkake Forerunner

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    I could not agree more with everything he has said, and I would also like to add that this is very good for a Rookie ranked forger. I'm concerned about two things, vehicles (the amount) and I don't (personally) like the shield doors that we can see on the birds-eye-view pics. Whatever it is supposed to be, it was an old Halo 3 trick, and I think with some more time on this map, you'll think of a better use of that area AND you can make this map VERY good.
     
  4. TAxxOUTBR3AKxx

    TAxxOUTBR3AKxx Ancient
    Senior Member

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    Thanks for the initial feedback. Yes, I dont Forge, nor do I ever. The reason it's excessive in terms of vehicles is because of 2 things: map size and player numbers. Forge maps with Dynamic Lighting struggle with excessive rendering especially on splitscreen. I intentionally added more than enough vehicles to see how well it could handle in-game. If it struggles, then I remove a couple. Also, Id hate to do a 5v5 or 6v6 on this map and have to run EVERYWHERE. Of course it's a bigger map and the layouts are nostalgic of the classic map from whence it came.

    as for the red shield doors, I know it looks bad from up there which wasnt my concern. My issue is that in the original there's actually 2 pits there, only 1 of which I put in. I used red-side shields as a deterrent (you die if you touch them). I wish I could somehow make a visible red glowing wall like in Grifball as a boundary and set a killzone with it so itd look better. Id like to improve that.

    The main improvement Id like to try is the big hill just off center from mid-map. It seems a bit "open" for Attackers to really push, so I know some sort of change will happen around there sooner or later.

    Lastly, it's hard to playtest this extensively. Id require 12-16 people at all times to see how it plays in various conditions, though since i dont Forge I dont have people that would playtest either. Also to note, im within 10 objects of my item limit ;)
     

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