GT: iii swizz iii Map name: Columns Asymmetrical, all game modes. 4-8 players I was inspired to make a map made for quick action. It gives you verticality with several different routes with no room segregation. It was intended for warm up games, explaining the small arena style. Still open to be tweaked. This is the first map I've created. It's not the prettiest or most polished but it helped me develop the tools I need to make something more advanced. The next map I am making will be Guardian/Ascencion inspired. Another map made to inspire map control. Holding down several power weapons in a tower vs. tower asymmetrical map. Red Outside Blue Outside Red and Blue Top Red and Blue Basement Green Outside Green Top Green Hall Inward Green Hall Outward Yellow Outside Yellow Top Yellow Basement Pink Outside/Top Pink One Weapons: Halo 2 Battle Rifle 2x One each, Front Red and Blue between ramps against wall :20 Respawn On Disturbance 1 Spare Clip Storm Rifle 2x One each, Bottom Green on Red Bend and Blue Bend :20 Respawn On Disturbance SMG 2x One each, Red and Blue Basement jump up/drop down :20 Respawn On Disturbance 1 Spare Clip Halo CE Pistol 2x One in Yellow Basement One on Top Green :10 Respawn On Death/Deletion 1 spare clip Scattershot 1x Pink One :10 Respawn On Death/Deletion No spare clip SPNKr Rocket Launcher 1x Green Basement Weapon Pad 2:00 Respawn Breakout Exclude Sniper Rifle 1x Yellow Top Weapon Pad 3:00 Respawn Overshield Top Pink 2:00 Respawn On Disturbance Assault and Stronghold Include Breakout Exclude Camo Top Pink 2:00 Respawn On Disturbance Assault, Stronghold, and Breakout Exclude Grenades: Frag Grenade 4x Two each, Top Red and Blue :20 Respawn On Death/Deletion Plasma Grenade 4x Two, Green Two Two, Top Yellow :20 Respawn On Death/Deletion Splinter Grenade 4x Two, Pink One One, Bottom Yellow One, Bottom Green :20 Respawn On Death/Deletion
I thought this map was fast and aggressive and that's my favorite style of halo to play so I enjoyed this one. Critiques- THE WINDOWS!!! They need to be darker. I honestly thought I'd hit an invis barrier the first time and saw the color on my death cam and realized. So make them darker or brighter or whatever. I felt like there were too many weapons. Everyone had something beyond their starting loadout at all times. Keeping enemies away from better guns or making it so that they need to stop and move in the opposite direction from an objective in order to grab a better weapon is an important part of the game I think. Other than that I can't really comment. I was getting into fights so fast I never really had the time to look around and see much of the map. But I found the cover and flank options to be really fun and intuitive. I think you have a really fun map in the making here.
Smerf, I fixed everything you posted and talked about during the stream. If you want to check it out for a smaller fireteam of 2v2 or 4v4 hit me up. I feel like the constructive criticisms of it helped me a lot. Will apply them in future maps as well. Thanks a lot.
I really liked how this map supports fast action sort of game play. i feel like the glass needs work though it was a little clear, but i think you got most of that. i also found that it was rather hard to find players and catch up to them after they got so far down a hall way. perhaps skill jumps or something to allow for more access to them? also i dont feel as thought the upper level of the map was really utilized just the ground floor. perhaps moving the team objectives up to allow for them to be used? overall fun and hectic map. really plays well with team coordination. would love to see future versions on Forged Friday!
I'll open up the upper levels and make them easier to get to. The heights of each level already has a skill jump to them. You have to use the auto stab crouch jump. I'll give the map some more adjustments to give the upper levels some appeal.
We played it on Friday and it took me a minute to realize that I'd played it before. The changes you've made are great and absolutely increase the flow of game play. Instead of constantly being blocked or forced to take the long way to get anywhere, getting around was quick and easy. I really can't overstate how much better this map is from last week. Great job.
Im with blonde on this one, the changes youve made in a week are a night and day difference from what we had last week. You made really good use of the verticality with some of the new additions i didnt feel like i was trapped or forced in any one direction weapon placement and choice was good felt the map played even more competitively than before. Great changes, wonderful improvements, id love to try out some other game types on it and feel how it plays with them to give you better feed back. feel free to add this to a future Forged Friday!