2-4 Players Deceiver.

Discussion in 'Halo 4 Archive' started by Blaze, Aug 8, 2013.

  1. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    Deceiver is a 1v1 map with long, dangerous lines of sight on the top floor and safer close quarters routes on the bottom used to easily and quickly escape and flank your opponent. Moving around more will give you an advantage, as there are 2 snipers on opposing sides. Aim out your shots wisely and recover the ammo your enemy has left on the ground. Additionally a hologram placed on the map can be used to trick a player into thinking you're somewhere you're not while you set up for an easy kill.

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    Special thanks to
    - BWG Assassin for playing this map like 10 times a day for over a week and the countless hours of me killing you in forge to test the spawns until I got them working well.
    - Almost everyone on my friends-list who plays halo for playing this multiple times, especially all the ones who lost everytime and still pushed through.
    -Uplook for checking every nook and cranny with me to make sure it wasn't breakable.
    - To everyone on other people friends-lists for came in and playing me having no idea why I invited you.
    - and anyone else that may have joined while I was fixing things on the map adding more to my to-do list.​
     
    #1 Blaze, Aug 8, 2013
    Last edited: Aug 8, 2013
  2. Behemoth

    Behemoth The Man With No Face
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    I've never seen this little gem before. o_O
    This map is gorgeous. I'd love to get a game on here soon.
    I'm a flanker (ask Audi :p), so I feel this map will suit me well. :3
     
    #2 Behemoth, Aug 8, 2013
    Last edited: Aug 8, 2013
  3. The Fated Fire

    The Fated Fire Promethean
    Cartographer Forge Critic

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    I'll give Deceiver a download and run it tonight. I like your rock/bridge/rock trim around the edge of the map. This map will inevitably suffer from the same issue as Titan seeing as the map is color coded singularly green. Other than that though, the forging looks really solid. Temper didn't do anything for me but this one looks interesting. My biggest complaint right now is the lack of interesting geometry. Based on the layout picture the entire map is 90 degree angles with the exception of one 45 degree on the bottom left, making the design appear very generic.

    I'll let you know how doubles go on here tonight. I know you're promoting it for 1v1 but based on the segmentation and height variation it should handle 2s just as well.
     
  4. Squeak

    Squeak Promethean
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    Loved playing you in a 1v1 on this map, it has great elevation as well :D
     
  5. theSpinCycle

    theSpinCycle Halo Reach Era
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    This map won't have any callout problems if Blaze is promoting it as a 1v1. Anyways @fated #offtopic, Titan has callouts. They're just not obvious like "top mid," "top red," or "p3." :p Since for some reason hitting enter in this box does nothing, I'll continue on the same line. I agree with Fated about the geometry. Most of it is 90 degrees and for that reason, the lines of sight are rather predictable / obvious, reducing the learning curve. I wasn't a huge fan of two snipers on a 1v1 map either.. Otherwise the map was quite nice :)
     
  6. A Virtual Duck

    A Virtual Duck Promethean

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    2 Snipers? On a 1v1 map? Oh...

    Not digging the layout or colour coding at all. This map isn't for me. Octagon is better for my 1v1s :D
     
  7. Audienceofone

    Audienceofone Forerunner
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    Well, I played this the other day, and the two snipers was no issue as far as I was concerned.

    There is no color coding, but it's not really needed on 1v1's since there is nobody you need to call out to. As far as I'm concerned, it visually unifies the map very well, and I prefer it as opposed to the base colors needed in 4v4s and such.

    Finally, octagon maps are uninspired things I can hardly say have a layout, so how you could possibly prefer that wretched thing over anything ever made in Halo (I don't care what map you're looking at, its better than an octagon).

    That being said, these are opinions (aside from the color thing). Feel free to argue these points, I'd be interested to hear your reasoning for that comment. However, please don't do it in Blaze's map thread. If you would like to continue the conversation, VM or PM me. If you don't want to continue this conversation, that's fine too.

    Blaze, you make have destroyed me on this map, but I'd love to play it again with you. The design is interesting to me, and the map is aesthetically beautiful. I just feel I need a few more games before I fully understand it.
     
  8. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    @Behemoth
    I'm surprised you haven't gotten a match on here with me, i've tested it A **** LOAD. I don't see you on to often, but if I invite you, expect a game on here. :)

    @Fated
    I just picked green cause I haven't used that single color yet and it accents the rocks. I didn't know so many people would care. :p

    The layout may look generic though it definitely is not, the blocks are placed in 90 degree angles but the interactions are not all in 90. The elevation and somewhat open LOS allow for many different angles of interaction. If they had made a 3x3 triangular piece I'd be much more interested in breaking away from the 90 degrees on this map. For now, I'm going to save the extra blocks, keep it's cleanliness because it really wouldn't change the gameplay at all just appear more complex. Know what I mean? In some of my other designs I do have angled hall ways and such but a few of mine (like this one) use the lines of sight to really break up the 90 degree interactions.

    @Squeak
    Thank you for playing with me and giving feedback.

    @Spin
    I'm not exactly sure what you mean buy the lines of sight are predictable. You have plenty of options everywhere you go so I'd say you're only as predictable as you are as a player and in that sense wouldn't it be a larger learning curve? Also, many of the lines of sight and exits/entrances to the rooms are based on guardian. For example I made sure bottom mid has a segregated sight line from the top floor for an easy way to escape your opponents sight and disappear into another part of the map. The middle has 3 ramps and 3 jump ups out, 1 on each side. Just as guardian does, as well as the other rooms replicate other guardian rooms as far as flow and lines of sight goes. My point being, the more options and split sight-lines the less predictable it should be overall. Kind of hard to explain, but I hope you see what I'm getting at.

    From your comment, I'm assuming you've only played it once or maybe twice with someone who also has played it that many of times? :p Try playing it a few more times and with a few different people and you'll probably see what I mean a little more. I've come to notice that everyone plays a good bit different on here and the ones who knew the map better, definitely gave me a harder time.

    Thanks for the input regardless, your time put into the post is much appreciated. I will take this into consideration for future maps even if I've seemed to disagree with your point. Haha. :)

    @VDuck
    Fair enough, Green is a pretty ugly color.

    The pit 1v1 had 2 snipers as well as the guardian 1v1 I have. And I believe the Head-on playlist versions did too, with more ammo than mine have in them, placed in more useful places. :p But if that doesn't suit you're fancy go ahead and stick to octogon. The only thing about octogon is that it is only for aiming warm up. It doesn't help you with map control, escpaing, awareness, power weapon control or listening at all.

    @Audi C'mon, you did fine. I only beat you by a few. :p We'll get some more games on it. Map knowledge plays a key rule in this map so jumping on it with only a few pictures to go off of I'm sure didn't help. Especially when playing against someone who's played it 100+ times easy. I'm glad you've seemed to like it anyhow. i feel if someone likes a map even when they do bad on it, it's absolutely a plus.
     
  9. theSpinCycle

    theSpinCycle Halo Reach Era
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    Whoops, I think you misunderstood. I was trying to say that because the map is pretty much orthogonal, the lines of sight on the map are all obvious from a first walkthrough, as opposed to.. say, shooting someone through the trees in the purple forest on Abandon, which probably isn't something that one would realize is an option on their first time through the map. Stuff like that means more metagame, which is always nice.
     
    #9 theSpinCycle, Aug 13, 2013
    Last edited: Aug 13, 2013
  10. Blaze

    Blaze Sustain Designer
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    Oh yeah. I get what you're saying. That's something I intended because people don't like to play a map a few times before knowing the layout and such so I'm trying to significantly simplify my maps for people. Is this a bad thing? When people play it more they do I guess learn more tricks and what not. So it may not be too much of a problem. Haha, hopefully anyway. Sorry about the long explanation earlier. I have some crazy OCD **** where I have to have a reason for everything. -_- Not just in map design but it really shows there.
     

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