Endeavour

Discussion in 'WIP - Works In Progress' started by StolenMadWolf, Oct 9, 2012.

  1. StolenMadWolf

    StolenMadWolf Promethean

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    ENDEAVOUR

    Heres my newest map, which is a similar map to the older Tribute map. Hopefully, the layout and design will be good enough so that minor changes will only be needed. I persoanlly think this is my best map yet.

    For those who may have only just looked at my maps or those who have forgoten. Endeavour was built up from the old Map Sacrement, not a very sucessful one. This map was later replaced by Sacrifice and later Tribute. Now, next up is Endeavour.
    I was orginally going to pick another paganic name or something like that, but choose Endeavour mainly beacuse this map has come a long way from the Orginal maps.

    So heres the screenies:
    [​IMG]
    [​IMG]
    [​IMG]
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    [​IMG]
    [​IMG]

    Weapons:
    ARs
    DMRs 0 clips
    NRs 0 clips
    Repeaters
    Plasma Pistols 50 seconds
    Magnums 1 clip, 40 seconds
    One Granade Launcher in the pit, 0 clips, 100 seconds, drop spawn
    CPU 180 secs.

    As always please comment via thread or message.

    Thanks to all who have tested/commented on the maps.

    Wolf
     
  2. Dizzyman572

    Dizzyman572 Forerunner

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    Looks nice man.
    Although I can't really get a good visual of the layout.
    One thing I have to point out though (unless these are just placeholder) is that the some spawns seem to be facing the wall. Try to avoid this.
    BTW, is there anyway to spice up the bottom center in pic 2? You know, something to give to the players as referance point.
     
  3. theSpinCycle

    theSpinCycle Halo Reach Era
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    Custom's up top now? Not sure about that arrangement..

    ATM it doesn't look like anyone would ever traverse bottom mid. So open and no incentive :(

    Also, I've noticed you've used Ramp 2x2 Steeps and Bridge XLs. 2x2 steeps are awkward to walk up and have lights, and as such are sometimes frowned on, while Bridge XLs have an insane amount of lights on them (I think it was something like 8), contributing to some framerate issues. Just wanted to point that out - don't use those pieces too extensively.

    Also, overhead pic and download link?
     
  4. Auburn

    Auburn a dope soul
    Forge Critic Senior Member

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    I thought the weapon set was pretty good. Players will naturally travel to high ground, so placing the grenade launcher that respawns quickly on lower ground is a better incentive than custom that respawns in three minutes me thinks.

    The top platform looks a bit OP with all the stuff up there. The tunnels look better though.
     
  5. theSpinCycle

    theSpinCycle Halo Reach Era
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    Wait. Where's the GL on the lower ground?

    @Forgewolf Did you take the picture before it spawned in or something?

    EDIT: Ah, you wrote "in the pit" in the weapons list. K.

    Suggestion: remove those healthpacks at top mid and put them in the bottom of the bases.

    Also maybe delete those four ARs at top mid. Symmetricality is still somewhat awkward, although the map is definitely an improvement from Tribute.
     
    #5 theSpinCycle, Oct 9, 2012
    Last edited: Oct 9, 2012
  6. Dizzyman572

    Dizzyman572 Forerunner

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    Okay, I thought of some good advice. Can you add more power weapons to the map?
    Can you make the player want to go after something else instead of the custom powerup?
     
  7. StolenMadWolf

    StolenMadWolf Promethean

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    Ok I have adjusted the spawns and am swamping around the medkits now.
    @Dizzy Any ideas on power weapons and where I could put them? The maps quite small for a 1v1 so Shotguns and Snipers are out. Same with melee weapons. Heavy weapons such as the RL or the FRG all be a little overkill. Concussion Rifles would be easily spammed on this map.

    The only power weapons I can think off that can work with this map are the GL, which is already present, and the Focus Rifle, sure it's a long range weapon, but It can be used quite well up close also. I'm not that keen on adding more Power weapons to be honest.
     
  8. theSpinCycle

    theSpinCycle Halo Reach Era
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    I personally think that the power weapon setup is OK as is. IMO, power weapon count starts to get iffy once you can't hold everything at once or you can, but it's awkwardly set up (ex, having both shotgun and sword).

    Commonly used power weapons in 1v1s: GL (I've heard it has host issues, though), Sniper, FR, Spiker, and Concussion (Less common, though).

    Anyone know of anything else?
     
  9. Dizzyman572

    Dizzyman572 Forerunner

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    Well, maybe you could try adding another GL underneath the platform XLs(final pic) and get rid of the one in the bottom center. What I'm saying isn't law IMO, I just think it'd be worth a shot. And if it doesn't work out, that's cool.
    You know I never considered the Spiker a power weapon until you mentioned it.
     
    #9 Dizzyman572, Oct 10, 2012
    Last edited: Oct 10, 2012
  10. theSpinCycle

    theSpinCycle Halo Reach Era
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    Under the XLs would be iffy, three grenade launchers on a map?

    It might be worth trying out though. Probably best to leave the new ones on 0sc if you do decide to try them..
     
  11. StolenMadWolf

    StolenMadWolf Promethean

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    Ok, heres the overview of the map.
    [​IMG]

    I have made a few changes to the map. You may have noticed I have added struts in the corner rooms. This is just to serve as asthetics and cover. A second asthetic change that is NOT seen in the overview is that I have placed columns under parts of the platform, only a couple of pairs have been used and only on the side bridges. So the CA is still open, I just added the columns just for asthetics.

    Note there are actually walls where holes in the walls are. I just had to remove them so you can see the CA.

    I have to admit this map has the cleanest forging to I have to date. I think the only problem with asthetic appearence is that the occasionally the roof in the CA may have a bit of z-fighting, but it is hardly noticeable. In fact, I may have run out of building blocks, but I still have loads of decative pieces, inclines, bridges left. So my budget isn that bad.

    I have removed the medkits and the two ARs on the Platform or TOP MID as everyone is calling it and replaced the Medkits somewhere else. I decided against Power weapons and kept the GL in place as it is.
     
  12. theSpinCycle

    theSpinCycle Halo Reach Era
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    Me + basket are going to get a game on this. BRB w/ edits.
     
  13. Dizzyman572

    Dizzyman572 Forerunner

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    Okay that image is very helpful. Looking at Endeavor from above I can see the flow and give some proper pointers. I'm not sure if you already thought of them, but here it goes.

    [​IMG]


    The red shows you the flow currently on your map. While this looks fine, there are ways you can refine it and make it faster. To me, it looks like players are forced to run through the center to reach their enemies, thus becoming the main area of combat. After awhile, this may get boring.

    So I reccommend adding some teleporters, (highlighted in yellow) this will create a circular flow and provide players with different tactical options to boot.

    The Purple arrows represent a grav-lift that'll take from the bottom floor to the top center. This creates an emergency escape route for players if their low on shields and want to risk running up to the top floor. (or whatever else could happen)

    The green dots represent a plasma pistol. In theory, this may entice players to take a risk from being attacked from above in order to gain a CQC advantage.

    Although, you don't have to do any if these things that I said, if you don't want to.
    You are the level designer, so what you say goes. :)
     
  14. theSpinCycle

    theSpinCycle Halo Reach Era
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    I was actually going to suggest the yellow connections :p

    Yeah, Forgewolf, ATM you're forcing people through the center to get from base to base.
     
  15. Auburn

    Auburn a dope soul
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    I think forcing playes through the center is an excellent concept should the design put a heavy emphasis on movement, counters, and control to prevent camping on a certain side.

    To answer your question, I thought the five room design of tribute worked better as it blocked LoS with structure and forced players to the bottom floor which is something that rarely happens on here.
     
  16. Dizzyman572

    Dizzyman572 Forerunner

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    Well, isn't it always nice to have alternative paths, true?
     
  17. Auburn

    Auburn a dope soul
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    Those yellow connections? They wouldn't necessarily be negative additions, but they would cause a reduction in the amount of traffic through the center and change the flow, crippling the original concept. Personally, I think it would make gameplay slightly more bland given it would end up playing like Zealot unless he designed around that. A map that could pull the original concept off well would have some interesting and quick gameplay.

    /muh2cents
     
    #17 Auburn, Oct 12, 2012
    Last edited: Oct 12, 2012
  18. theSpinCycle

    theSpinCycle Halo Reach Era
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    The issue with the connections through the center as I saw itwas that they had super-long LoS, which I suppose works for the custom, but is rather annoying when it comes to flanking options. The yellow route on the bottom floor with an extra connection to the middle might not be so bad, though. The GL would have to be made more visible, though.
     
  19. Auburn

    Auburn a dope soul
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    Yeah, that's definately something I noticed in game that lead to some camping. I figure some well placed teleporters could do wonders for that problem as long as they aren't aranged so that players are immediately sent to a dominant position and cannot be used in constant succession. Taurus pulls the concept off quite well although it's not too similar to this one. That hard route would the best choice if it could be made to perform the same flanking function that a teleporter could make, but I don't see that being possible without changing the flow. Of course, changing the flow is also a viable option as well.
     
    #19 Auburn, Oct 12, 2012
    Last edited: Oct 12, 2012
  20. StolenMadWolf

    StolenMadWolf Promethean

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    Endeavour V.2

    Right, I will get a wall in place in those rooms, get people back on the ground floor again. I'm just trying to get the floor sorted and figuring out how to get the bridge properly done.

    As for teleporters, I have a idea for that.

    [br][/br]
    Edited by merge:


    I have just finished the changes on Endeavour and they should hopefully make the map better.

    [​IMG]

    The changes include:
    The corner rooms now divided into four rooms.
    The platform having only two hard routes up, but now with grav lifts on the lower level to prevent camping. The design of that platform. has been redone. (Seen in overview)
    Floor in the CA redone
    Additional routes up to the first floor so it is less campable.
    New connections.
    NOTE: You cant jump on the tunnels, if you do, you will be in a soft kill zone.

    [​IMG]
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    [​IMG]
    [​IMG]
    [​IMG]
     
    #20 StolenMadWolf, Oct 13, 2012
    Last edited: Oct 13, 2012

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