Edgeway

Discussion in 'WIP - Works In Progress' started by Katanga, Mar 7, 2013.

  1. Katanga

    Katanga Ancient
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    Hi guys, I'm here to present to you my new map in development - Edgeway. Edgeway began in Halo Reach as a 2v2 map by the name of Spyglass. Technically speaking, it wasn't wonderful, but it had one thing that I lacked in previous maps - a consistent aesthetic that worked well with the map theme.

    However during that time a fair few maps were created that implemented the area and the play style I was using, the majority of which made me radically rethink the map. At that point, I was already way underway with the Vehiculation series, and so Spyglass became just a fond memory.

    With Halo 4, I tried to recreate Spyglass, but quickly came to realise the center structure was the only bit worth keeping. With this in mind, I switched from impact to ravine and created two versions of the center structure to serve as bases, both of which having minor differences to compliment Ravine's geometry. And thus, development on Edgeway began.

    The name came from the man made side of the map - two Wall Colliseums made up a side which was close to the edge, hence Edgeway. Very quickly, these walls were moved back and a larger play space was created.

    Edgeway was built with 4v4 symmetrical gameplay in mind, and while it is not technically symmetrical, it provides one team with additional cover and the other more efficient means to move around the map. It's an interesting tradeoff I hope will add some variety to the gamplay.

    Edgeway also aims to balance the Mantis. The Mantis is planned to serve as the main power weapon in the map due to the fact that it can be taken anywhere minus the underside of the center structure. Although this includes both bases, it should be noted that it requires the Mantis to crouch, and thus move at an incredibly slow pace with limited movement. There are plenty of places that foot soldiers can move that the Mantis can not, and the nature of the structures means evading the hulking machine should be a breeze for a competant player.

    Anyway, here's what you'll inevtivaly skip to - the pics!

    Looking over to Blue Base from Mantis:
    [​IMG]

    Looking over to Red Base from Mantis:
    [​IMG]

    A view of the bladelike aesthetic touch from Red:
    [​IMG]

    Red courtyard. The ramps lead up to the two buildings which make up the base:
    [​IMG]

    Blue Courtyard. Same as above.
    [​IMG]

    The carved walkway from Ravine serves as a great driving route as well as giving complete cover from the center building.
    [​IMG]

    At the moment, the map is without weapons and spawns, so I am taking any and all suggestions to map this map the best I have ever done. Once playtesting is needed, I will let you all know.
     
  2. Zatherla

    Zatherla Sweet Lemonade
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    It looks great, and the use of pieces are very unique, I really Like that in the map. That blade-like aesthetic that you talked about really caught my eye as that is not a very popular piece to use, but seeing the way you used it as that kind of centerpiece was very innovative. Sorry, I'm not much help on the competitive aspect of maps, but great aesthetics nonetheless.
     
  3. ExTerrestr1al

    ExTerrestr1al Promethean
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    lookin' good! In the last two pics, what is the building's roof made out of? I can't quite decipher what pieces you used for that.. . but the line across the face of those buildings is a nice touch.
     
  4. TMR Legend

    TMR Legend Promethean

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    Ah yet another beautiful map on ravine. Your use of the platforms and 2x2 steeps as roofs really gives this map a wonderful look. If you ever need a play tester hit me up. Look forward to seeing more.
     
  5. Shadowcat AZ

    Shadowcat AZ Guest

    I was just planning a map with similar features on it, but it appears you have beaten me to the punch. Very nice layout you have here, could we get an overhead view of it all?
     
  6. ExTerrestr1al

    ExTerrestr1al Promethean
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    I guess that answers my question... Thanks!
     
  7. Katanga

    Katanga Ancient
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    It's quite alright, I'm always welcome to an aesthetic perspective from you. Truth be told, I always wanted to use those UNSC doors in a map, but they serve barely any function. This was my way around :p

    I may hold you to that. Weapons and Spawns should be done soon now that I've finished Tomb Raider, so I'll send you a message on Live when I need testing.

    Due to Ravine's punishingly low height barrier, I may have to get back to you on that. I spy a barrier break :p
     
  8. Kazerra

    Kazerra I Beat the Staff!

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    I saw this thread when you first posted it and made myself a mental note to get a game on it so I could give feedback. Just now, I've realised you mentioned you weren't ready for playtests yet... Oops!

    Well, I'll give you my thoughts anyway. The map's bloody beautiful - everything looks really clean, and it's always nice to see a map include natural geometry. Your piece usage seems really efficient. What's your budget at?

    That Mantis is intriguing, too. I'd like to see how it plays out in a proper game. When do you reckon you'll be ready for testing?
     

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