4-8 Players Dystopia

Discussion in 'WIP - Works In Progress' started by HissingWings, Jul 16, 2013.

  1. HissingWings

    HissingWings Forerunner
    Senior Member

    Messages:
    164
    Likes Received:
    11
    Download Link:
    File Share Halo Official Site

    Gametype:*
    File Share Halo Official Site
    *This gametype if for 4v4, in order to make it 2v2 the score has to be changed to 25 and the time limit set to 15 minutes


    This is an arena type map that I just finished recently meant for 2v2 or 3v3. It was mostly inspired by Asylum and Warlock from Halo 2, although it doesn't show much resemblance to either. It is symmetrical on two axes so the red and blue are the same and green and purple are the same.

    At the green and purple bases, there are teleporters that take you from the first floor to the second floor. At ther red and blue bases there are lifts that take you up to underneath the starting spawns. The four rocks also act as jump ups to green and purple as well. There are also little ledges on the top floor that you can see in some of the pictures that allow for quick movement to the different sides without going through top gold

    Weapons (I don't know the exact numbers and respawn times off the top of my head but I'll try to fix that as soon as I can)
    2 Railguns
    Overshield
    2 Plasma Pistols
    2 Bold Shots
    2 Carbines
    4 BR's

    Overview of the map
    [​IMG]

    view of Top Gold
    [​IMG]

    View of Bottom Gold
    [​IMG]
    You can get from bottom gold to the overshield platform, but you cant use that to get to top gold

    Blue Base
    [​IMG]

    Red Base
    [​IMG]

    Green Base
    [​IMG]

    Purple Base
    [​IMG]



    Download Link:
    File Share Halo Official Site

    Gametype:*
    File Share Halo Official Site
    *This gametype if for 4v4, in order to make it 2v2 the score has to be changed to 25 and the time limit set to 15 minutes
     
    #1 HissingWings, Jul 16, 2013
    Last edited: Jul 20, 2013
  2. Audienceofone

    Audienceofone Forerunner
    Senior Member

    Messages:
    2,097
    Likes Received:
    2
    I got to play this last night with some of the TCOJ folks. I'll just jump right into what I thought of the map, I suppose.

    Refuge started poorly for me. The initial spawns are within sight of one another and personally, I cannot stand that sort of initial spawning. Later in the game, I spawned facing a short wall, and because I couldn't see the wall upon spawning, I ran right into it. These were the only problem spots for spawning though, and each are very easy fixes should you go about to edit them.

    The height variation was interesting. At one point I almost had a crazy assassination when I dropped down to kill an enemy, unfortunately we weren't playing horseshoes. However, as interesting as some of the connections were (most notably the odd yet strangely fun top mid), it was often too much. I don't remember seeing (definately not using) any hard routes (ramps) from bottom to top. I would suggest lowering the top and adding more hard routes. The teleporters often brought me too close to the enemy, resulting in either them or myself dead. I hated using them. The lifts were better, but again, most traffic was on the outer circle and sometimes I'd just end up in the enemy's face and melee'd to death.

    This brings me to my next point. There was no reason (other than oversheild) to leave the upper ring. My teammate and I could control it rather well. Even railguns spawned up there. The movement on Refuge just felt rather poor in my opinion, and you can do a lot to improve this (such as shortening the map, putting power weapons at the bottom and adding more hard routes).

    Other than all that, it was an alright map. I had fun, I just think it can be made better. I definately liked the center top, it was interesting (though at times I sprinted and accidentally jumped into the hole. Maybe lessen the angle).
     
  3. HissingWings

    HissingWings Forerunner
    Senior Member

    Messages:
    164
    Likes Received:
    11
    Thanks for all of the map marker stuff. I doubt I will use it for this version of the map but when I make some changes I will definitely be sure to use them
     
  4. HissingWings

    HissingWings Forerunner
    Senior Member

    Messages:
    164
    Likes Received:
    11
    Thanks for all of the feedback. As soon as I get a chance I'll fix as much of this as I can
     
  5. Juanez Sanchez

    Juanez Sanchez Ancient
    Senior Member

    Messages:
    515
    Likes Received:
    13
    Hey I enjoyed this map- but somehow the weapons didn't spawn on the version we played- perhaps something went wrong with the gt, or something I did. I must echo audience's points- the only routes up to the top ring were jumps, teleporters and lifts- which were working okay but often have more good looks than functionality. Like another map we played last night, the level of verticality was good but served to push the teams repeatedly up top, so perhaps if you trim back that height a little then that will equal out the balance of the map and help movement. Good in general, but a few tweaks needed to alter the weight of the various positions.
     
  6. AnotherClaymore

    AnotherClaymore Forerunner

    Messages:
    167
    Likes Received:
    0
    Played Tuesday Night 7/16/13 at TCOJ Testing Lobby.

    This map has a unique center area that was fun to play, it took a little getting used to, but after you know what to expect it was a blast. I thought that the raised outside ring worked pretty good, I liked that there were easily accessible jumps that also looked nice too. I agree that the 'artifact' pieces look alittle outta place, but that is mostly H4's fault with the textures, not much you can do about it. Hope to play this again soon.
     
  7. HissingWings

    HissingWings Forerunner
    Senior Member

    Messages:
    164
    Likes Received:
    11
    I'd really like to thank everyone for their feedback so far. I'm currently implementing a lot of these suggested changes right now. So far I've lowered the top level by 1 forge unit (it makes a huge difference in verticality), I've reduced the angle of top mid, and I've added 4 ramps to the top level. I'm also reworking the spawns and railgun placement. I'm also planning to replace the teleporters with ramps as well. The map name is also now called Dystopia
     

Share This Page