Echo

Discussion in 'WIP - Works In Progress' started by Fenix Hulk, Mar 30, 2013.

  1. Fenix Hulk

    Fenix Hulk Ancient
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    Here is my next map following Curb Stomp. I really busted my behind to get this map out quickly but I can assure you I didn't cut any corners on forging. I was just very excited with the new hardware and I couldn't stop forging, lol.

    Map Description:

    This map follows the theme of a military communications retrans (retransmit) site where it bridges the gap between two very spread apart communication sites. It was codenamed Echo because the communication gets "echoed" across a very large distance. It has been abandoned and is now used for a spartan training complex.

    Map Details:
    Echo was designed for 2v2 Slayer in mind and forged off the smallest island (Forge Island). I have also set it up for CTF. No weapons have been added to the map yet but I'm probably going to go with Turret, Sniper Rifle, and the Fuel Rod Cannon for power weapons. There are soft-killzones on the very top and there is a warthog on the bridge, but there is also a soft-killzone on the bridge. The way it is set up there is no way to retrieve the hog before death. The ladder to the Satellite is for aesthetics only.

    Really wish I could submit this into the Dust-Up :( (will a poor puppy dog face work?)

    Map Testing:
    I will be testing this map almost daily within the next 3-5 days. If you're interested be sure to sign up for my 2v2 lobbies in the community customs forum.

    Expected Release:
    As this map is near finished layout wise, all I have left to do is test, test, test. I will be testing it pretty heavy throughout the next few days and plan on releasing this map in less than a week from now, until then there will be no download for it.


    Here's is a video preview of Echo.




    Screenshots


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    #1 Fenix Hulk, Mar 30, 2013
    Last edited by a moderator: Sep 8, 2013
  2. Auburn

    Auburn a dope soul
    Forge Critic Senior Member

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    Beautiful looking map as always, Hulk. There are a few initial concerns that stand out to me, however. If you're on later today, we should get a game going.
     
  3. Fenix Hulk

    Fenix Hulk Ancient
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    What are your concerns? The bridge and top levels are unaccessible due to soft kill zones btw.
     
  4. Audienceofone

    Audienceofone Forerunner
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    Looks fantastic. I'll join you for some games soon.
     
  5. Starship Ghost

    Starship Ghost Promethean

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    looks beautiful bro... forge is starting to look like real maps with the use of those trees and rocks and also the textures on forge pieces. compared to reach and Halo 3 it seems forge has come along way looking at these screen shots of what can be done. It hasn't changed much since Reach, but the textures in Reach were just too plain. This actually resembles a real map you made here.

    Did you notice those gadget lights don't really work on the new map? I see you used at least one white one... when I tried I couldn't see any light coming off them... but it wasn't in a dark area like you used it. But, I still can't see any light reflecting off forge pieces in your screen shot either. Anyway, awesome map you made.
     
  6. Fenix Hulk

    Fenix Hulk Ancient
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    The lights have definitely been nerfed... again. They are only useful for direct light bulb aesthetics now as they provide no light at all. I have heard though that inside the islands themselves they are much more dramatic.

    Thanks for the feedback guys.
     
  7. Grif otaged

    Grif otaged Forerunner
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    :D you did it! Looks great. If you get any games going I'd be glad to join.
     
  8. Fenix Hulk

    Fenix Hulk Ancient
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    Games? Of course. Sign up here
     
  9. Starship Ghost

    Starship Ghost Promethean

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    I'm not sure if they have been nerfed or if it's just the way the lighting is on Forge Island that makes them not show up... the color on the map seems more desaturated, but whatever. I'm sure they work ok in an "enclosed" section indoors... or at least I hope they do. If they did nerf them, that was pretty stupid.
     
  10. Fenix Hulk

    Fenix Hulk Ancient
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    No, they are just as useless in a dark room. I tried placing one in my main building there as it is dark inside and the light had zero effect. You have to literally place it 'on' a wall to see a very slight increase in light in a diameter of a foot, lol. I do believe they were nerfed here b/c the lights from other maps would have a different effect in dark areas. The overall canvas is much darker than ravine (representing dusk/dawn) and the lights would have been very useful.
     
  11. Starship Ghost

    Starship Ghost Promethean

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    Damn!!! That sucks... those lights really came in handy when dynamic lighting was an issue. Also the white ones looked great to use for things like the lamp posts or ceiling lights indoors.
     
  12. corkystnr

    corkystnr Ancient
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    Nice concept. Decommissioned communications centers usually make great maps, especially when the aesthetics are on point like in this one. Your bridge out into the water looks good, and it looks like players have access to multiple levels at the island center in terms of your natural configurations. Environment couldn't be better for a map like this one.
     
  13. Art of Sound

    Art of Sound Promethean

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    I Hate That You Came Up With The 2nd and 3rd Story Rock Ledges Before I Did!! Damn You Hulk! Looks Awesome Though! Can't Wait To Get Some Testing Done On This Map :D
     
  14. Starship Ghost

    Starship Ghost Promethean

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    I'm a sucker for those rock ledges also... and that tree that fell down.
     
  15. Audienceofone

    Audienceofone Forerunner
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    I agree. Fenix, I just took a look at the images again and you've used a lot of techniques I either wish I got to use first or am glad to have learned were possible from you. The first post you put up on the other thread of this got me thinking too, and inspired a whole map based around a single completely different idea. lol. It's been great to have you around here, you're one hell of a forger. Aesthetic and design-wise.
     
  16. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    Aesthetically; this looks pretty damn awesome. I can't really tell how the gameplay would really work, and as you're playing 1v1 flag in the video it seems like it would play conventional 2v2 slayer well. You'll have to shoot me a message when this is released so I can check it out :)
     
  17. SpartanPeter

    SpartanPeter Around the Block

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    This goes beyond looking nice. I'm always waiting for your maps Fenix, just taking a quick look at the pictures makes me already want to play on it. I was very curious when you posted the pic's on the "Forge Island Released!" thread, as you might have noticed. The aesthetic's are brilliant, I really like that gun, its a GAUSS right? Anyhow, this looks brilliant, and I can imagine its plays great. It is just the way it is.
     
  18. GrenadeGorilla8

    GrenadeGorilla8 Forerunner
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    This is quite fantastic Hulk. I could see this perhaps playing 3v3 really well and maybe some insanely fast 4v4. Also you could put a trait zone around the warthog that disables vehicle use just to be 100% sure nobody gets it. You could even put it closer to the actual play space. Just a thought. Anyways great job. I look forward to seeing this in person.
     
  19. Audienceofone

    Audienceofone Forerunner
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    That would be nice, GG, but those zones don't work right. If you play a custom gametype, the 'Unchanged' setting is simply a default setting. So if you have a no-radar gametype for example, you get radar. I think it's fine where it is.
     
  20. GrenadeGorilla8

    GrenadeGorilla8 Forerunner
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    Did not know that. Thanks. Oh well disregard my earlier comment. Map is still gorgeous.
     

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