Ascend Hyperion submitted a new map: Eulogy - Competitive map set in a Delta Halo inspired sanctuary. Read more about this map...
Ascend Hyperion updated Eulogy with a new update entry: Version 2.0 Update Read the rest of this update entry...
Ascend Hyperion updated Eulogy with a new update entry: Ver 2.0 Map Guide Read the rest of this update entry...
Per the changes, I really like the new rooms you have in the center where the doors lead. I like the railings you added to the laser death traps. I like that you can mantle over those from the new center rooms. I didn't even REALIZE (partially cuz I'm dumb) that the gondola had a playable "landing zone" area because the shadow of the ramps leading up are so dark that they blend in with he wall. If i am looking straight across the halo 2 beam rifle area from the gazebo-esque courtyard buildings, i can't even tell that there is a path tot he landing zone...if that makes sense. Put a light at the entrances. Overall I can already tell this will be better. It has more options for routing enemies and running the flag!
Ascend Hyperion updated Eulogy with a new update entry: Version 2.1, Strongholds and Extra Teams Read the rest of this update entry...
After a quick forge on your map i really liked it. Haven't tried customs yet but here this is what i was thinking for aesthetics and layout. The layout of the map is cool and unique. Both courtyards setup some good sight lines and fit in nicely with the feel of the structure. I am curious about the structure extending away from the beam rifle side because it looks good but there is no objective or power weapon on it to draw players out onto it as far as the volumes allow. I think a few more details in the long hall, garden, wing and monolith areas would also go a long way, the walls are a bit bare. Great map overall, excited to run flag on this! Looking forward to updates.
Thanks for the feedback! It's always good to hear from people. Haha see you weren't supposed to see my secrets in Forge. There are actually two Gondolas. One that is simply scenery for Slayer and CTF and then another that is actually part of the map used in Strongholds. It looks really goofy in forge but it pans out in game. You have confirmed my fear with the lack of decor in some places. Currently I'm having the map tested by ATN. Once the gameplay tests were done, I planned to go in and add some spice and polish. Thanks for the words and such, I really appreciate it. Glad you like it!
Ascend Hyperion updated Eulogy with a new update entry: Updated Aesthetics Part 1 Read the rest of this update entry...
Post update review: The stone texture you added looks great in long hall. At first i didn't really like the gap in the walkway next to blue spawn and above yard but after playing it i enjoy it. A quick boost at the angled wall pops you right up onto the walkway, which i like. A few more details on the Yard walls would go a long way, same for the Vat structures. The long flat faces above the doorway to vat need something, anything. I think "red/blue sneaky" would work perfectly for the callouts on that skill jump between garden and monolith, regardless it would be a good spot for a named location. Lastly, the gondola camera intro is far away so a little hard to see the players. I haven't played SH on this map yet but am interested in the gondola SH. Without an active play location on the gondola, players might get confused as to why your intro camera takes place there. Good work. i will continue to download!
Ascend Hyperion updated Eulogy with a new update entry: Assault and Small Fixes Read the rest of this update entry...