Epicenter Forged by Obama on KFC & a Chunk Gametypes: Team Slayer Capture the Flag King of the Hill Extraction Oddball Weapons: Sniper (Bottom Gold - 2 1/2 Minutes) Overshield (Bottom Green - 2 Minutes) BR/DMR/Light Rifle/Carbine Frag/Plasma/Pulse Grenades Walkthrough Video: Pictures: Base Top Green View from Bottom green into the middle Ramp up to top mid/View of Bottom Gold (Sniper spawn) In front of the base Overview Any and all feedback is welcome. If anyone is familiar with how to best setup away spawn zones for flag, we could definitely use some help with that. Download Epicenter
I think Im just gonna wait until h5 for another reforge. The scaling in halo 5 will likely be larger than h2a, so the bases will be more like the ones you see here. I do have a version in my filehsare with no side rooms and original power weapon spawning. It is very similar to this. Shnitzel, I don't really have much interest in the game right now that I have tested and released my 1v1 maps for the competition, so If you really don't like the bases in my version, I give you permission to change them to your liking.
Played this recently with Fated, Paints and some other guys. To be honest, the pictures in this thread make the map look flat, boring and uninspired. But the map is the total opposite. The verticality and connections between floors provide amazing depth and interesting angles and gameplay. The small-medium size of the map was perfect for 8 players. There's nothing I would change short of some different power weapon/power up alterations. Great map!
Dude, chunk. You are getting me back into the forging mood bro. I've dl'd this and the other one you got previewed. I'm staying at my father in laws house while my wife recovers from her c section bur as soon as I get back I am loading these 2 bad boys up for some inspiration. As I said before, send me a fr if you haven't already & when I get back feel free to shoot me an invite whenever for tests or customs.
Thanks. One of the things I find so interesting about this map is that the interior and exterior portions of the map offer such different gameplay. The exterior is relatively flat and linear, while the interior has numerous elevations and movement options. It makes for an interesting contrast. I've already made a few changes. Mostly aesthetic changes, but I've also moved the OS from bottom green to the area in front of the rocks on the 3rd pic. Made some other minor weapons adjustments that probably won't even be noticeable. I haven't gotten around to it yet, but I'm going to try out something The Fated Fire suggested, which is a path from the bases around the back side of gold (top edge of the overview pic). It would add some safer spawns, and possibly make CTF a more viable gametype. If I can't find a good way to implement it, or if it just doesn't work, then the map will stay basically as it is. Do you have any suggestions Power weapons/Powerups? Thanks for the compliment. Is your GT the same as your username? Hope the wife and little one are doing well.
Yessir, but no caps on the z. & thanks they are doing well but I'm bored out of my mind over here & now I'm jonesing for some forge.
Slayer gameplay on the current version: I'm still working on a test version with an additional route, and plan to work on refining spawns some more before a final release.
Actually yeah, now that I think about it. The area where the Sniper spawns is a VERY risky area and it's almost better to bait the Sniper than to actually secure it. If it were a Rocket Launcher or Railgun however, that'd be a different story. The OS is a good power up but it makes taking the lift practically a guaranteed entrance up top. Maybe switch that out for something else? Basically I'd say switch the sniper for an explosive weapon.
I have a new version of the map almost ready for testing. There's an entirely new route that goes around the back side of gold, connecting to both of the bases, and to bottom gold. The Sniper will be repositioned a little bit, pushed out into the new route. Your suggestion to change to an explosive weapon is definitely good, Noooooch. With the change, though, I'll do so more testing before I go that route. Also, I'm not entirely sure which version of the map you played. The most recently released version has the OS moved from bottom green to the rock area in gold. Moving it that little bit seemed to make it much less likely that players used the lift after grabbing it. Moved to this area:
The new route looks interesting Chunk. That expansion to gold will create much more interesting battles to earn the sniper rifle. Ill download and test the updated version when I get back to my Xbox in a few days.
This picture is the single dominating reason why H2A Epicenter sucks compared to the original. The dynamic of those two rocks and the window changes how the hall played compared to the silly "doorway" chokepoint later introduced. There was more dynamism to how this area could play out versus later versions. Bring this back.
You've suggested this about 15 times Schnitzel, but the H2A version is different enough in both scaling and design that it doesn't really work (yes, I've tried it). I understand the benefit of implementing cover that player can jump on, the negatives of using rocks outweigh the positives with the current version. You're free to prove me wrong, but here's what I've found... The rock on the right was there to protect spawning players from opponents pushing in from green. This isn't necessary in the H2A version because with the way the bases are designed players can already spawn safely in the back of the base. If I added a rock in the same area in the H2A version it would be an obstacle to a spawning player more than it would be an advantage. The rock by the window is also intended to give cover against opponents pushing from green. Due to the significant reduction of the maps size in H2A, the window naturally juts out into that hallway, creating a similar effect. If I were to add a rock in that area, it would almost completely block off the ramp up to top green. You can see what I'm talking about either right at the beginning of this video, or at about the 1:35 mark.
The map literally didn't need rescaling... There's a reason why we played an ass load of No-Sprint customs on it. The map worked perfectly before. I can't understand for the life of me why you would stray so far from the design that worked. The bases before were so much better than the ass of a base now with that stupid giant block in the middle. Hell, now there's a more direct sight line into the bases from the corner of green and side hall.
Well...I imagine I'm a bit like you in that I'm not really interested in remaking a previous design exactly how it was made previously. If I'm going to remake a map, I'm going to try to improve on the previous design. Sometimes it pans out; sometimes it doesn't. The original H2A version (made by Xandrith) was a little smaller than the H4 version, and playtesters complained that it was too big (I thought you were one of them, but perhaps I'm mistaken about that). That's why my version is scaled how it is. If Mr. Xandrith cares to reforge it with the original scaling, I'll certainly support it (assuming it plays well). In fact, he already has a version of it in his fileshare that's slightly larger than my version. Everyone should check it out (and hassle him about the missing rocks ).
Me and Chunk know each other well enough that I don't have to sugar coat it. He knows there's no malice in my position in this matter.
As long as feedback is constructive. The person giving it can say what they want. If it is just hate. The ban hammer will taste blood.