In this map the humans start out in the campsite (on Paradiso, near the tunnel entrance), they are there because their battleship crashed (which is off the coast). They have to take over one of the two radio towers, in order to make the rocks disappear outside of the cave. People then advance through the cave (some weapons and vehicles spawn) into the gulch where there is a covenant outpost. Another radio tower (out of 2) must be captured. Once it is, another rock wall disappears (more weapons/ guns re spawn), and you can go to the floating artifact in the sky. That is were the core is located. The humans must take the core, and jump off the artifact (which if landed on the wall below correctly, you can easily live), then hey can proceed to the scout battleship in order to capture the core and win the game. It is recommended to have at least 5 to a team to have good game play. sadly, i do not have enough Xbox live friends who like Halo Reach as much as i do, so i wasn't able to get a good test run on the map. But all of the test runs i have done have proven to be good. This is the Covenant outpost (objective 2) [br][/br]Edited by merge: Uploaded with ImageShack.us Uploaded with ImageShack.us [br][/br]Edited by merge: Uploaded with ImageShack.us [br][/br]Edited by merge: Uploaded with ImageShack.us Uploaded with ImageShack.us
It looks a good invasion map. But there's not enough detail on the map. I'm not been mean and everything but I don't really like the map overall because there's like no cover at all in this map. And I know your a newbie into this experience of building good maps and stuff like that. But nearly all of the invasion maps that people on this website made they didn't use swarn points. They use hill markers and classify them as RESWARN_AREA_P1 or something like that. Next time when you post a map on this website two things that I want you to do. 1. Instead of swarn points use the hill markers. 2. Make a weapons list to see what weapons are on the map. But you've done a good job with your first map. And welcome to ForgeHub. - EpICx ReMiX XD
Thanks, and i did use hill markers to make respawn areas. i just put initial spawns in them in case people die right before the objective starts, and there is a lagg spawn on the spawn zones. also, i really wanted to add more detail but i didnt have enough money. i guess i should use less decorative pieces then.
Ok, I'm probably going to be the only one to say this.. the map is ****. I'm on a time limit here because I'm about to leave but here they are. 1. The objectives are way too far apart, and there is no cover sprinting to the next. I wouldn't have known this if it wasn't for me building an invasion map with berb. 2.Spawning, I doubt it's even set up right, there is barely any spawn points as I'm seeing from the pictures. A good Invasion map relies heavenly on spawning. 3. Aesthetics/Structures- Ok, so you have were players start off at a camp site, that's cool it could be better made but then they have to sprint across all the way through a cave? How would they even get through if there is a one way shield blocking it, assuming it's not set up right. Then we got some floating glass pieces with floating rocks, I'm guessing that is a ship? Well, I'm still learning about how Invasion works, but I feel I needed to give you some REAL feedback.
To take better pictures, go into theater 3rd person and toggle all of the menu stuff off. The forge monitor looks bad and its kinda hard to see sometimes. As for the map, way too spread out, bad aesthetics, almost no cover, and a random floating platform that looks bad.