Thank you very much for the comments everyone, they're definitely appreciated. For those that weren't aware, the Map has a Story that it is based around, at the bottom of the thread are links to the different volumes if you wish to take a look and learn more about how the map and it's meaning.
This was the map we played in the SNF against Forgehub. Phenomenal One Flag map. Aesthetics are top notch, spawns go unnoticed, never faltering, and the weapon set is interesting and can suit various party sizes. Well done guys.
I honestly have to agree with this guy. I downloaded the map and the aesthetics were incredible. The work you did with the broken bridges and tower are simply incredible. The chopper plays very nicely on the map, as does the prowler. The ground is open enough for them to be powerful vehicles, but the large bridge provides perfect cover. Excellent job, I would love to see another map of this caliber from you. If I worked for bungie, I'd make it a favorite!
Wow, thank you very much! I worked on the entire Attackers Side, as was mentioned previously, and Nosirrom worked on the Defenders. Nosirrom and I are working on a few collaborations that may be released in the future, so be sure to look out for them since you're interested in another project from us! Thanks again for the post.
As I recall, in the early stages of construction the Beacon tower was a hideous eyesore. Not much more than a bulky mass of double blocks. I came pretty damn close to deleting it. Instead, I decided to pretty it up and I couldn't be happier with the results. It is intersting looking at the map, where you can clearly see how differently Sam and I forge, and how well it mixed. Those broken buildings and fallen walls and bridges Sam made were absolutely genius. I remember handing it over to Sam when the attacker side was bare. At the time all I had constructed was the two "house-like" structures on the bridge and the base of the tower. I went to sleep and the next morning Sam had built the rotunda, the fallen bridge, and half of the western wall. I was impressed. I guess we have work to do.
I had the privilege of playing this map prior to release during the SNF, and even with AR starts it played well (though that is casting aside my deep hatred for the AR full stop, but let's not go there ...) and welcomed those new to the map distinctly well. For those reverting to the safe old principle of 'use Hogs' upon seeing Brute vehicles, just play the map and try it. From my experience of the map, I just feel it fits, especially the prowlers. Weapons played well, and even with AR starts I generally found a BR in a sensible place soon enough without getting a sense of the map being flooded with them, though all agreed in retrospect that a BR start would have been better, simply due to the sheer size of the map in the context of 4v4/5v5 games. I learnt key weapon locations quickly, and found my way around the map to a comfortable level within the first round. The difference in Forging from one side to the other is definitely apparent, but not only works well with the feel of more developed buildings in the appreciated sense at the beacon, radiating out to a more decayed, plain rock aesthetic on A-side. Though it must be noted that the connection between the two in terms of the center bridge, and even just the layout and dimensions of the crossover space on ground floor level, meshes the two halves nicely. I enjoyed playing Indoctrination within a couple of minutes of the game starting, it fulfills the role of a nicely balanced, interestingly yet approachably laid out, 1 sided objective map, though I've yet to try it for Slayer, I think it could be interesting. Cheers again for the games guys.
I definitely agree that BR Starts are a good idea, but then, like you, I prefer BR Starts overall compared to the AR. Also, when placing the weapons on the map, we felt that we didn't need to use a huge amount of BRs, like you see in many maps, and as you mentioned I think we got the perfect balance. I personally find that whilst Nosirrom and I both have very different methods and styles when it comes to Forge, they work really nicely together and I can honestly say I enjoy collaborating with him. Thanks a lot for playing, Pegasi, I'm glad you enjoyed the map. I was definitely wary of playing the map with players outside of Forge Union, since I was unsure of whether the feedback was biased, but it seems reception is good overall.
This really is a great map, both in terms of gameplay and aesthetics. I love One Flag, and Indoc is one of the best maps for it in my opinion. The vehicle set is unique with the inclusion of the Prowler, but it fits the map so much better than a Hog. Being able to swing the Prowler around the supports of the bridge is something not as easily done in a Hog. The open area is great for the vehicles on the map, but doesn't pose an issue for anyone on foot. With plenty of ordinance to take down the vehicles (but still enough cover for the vehicles to make it no simple task), along with a good deal of high ground, neither the players on foot or on vehicles are overpowered. The aesthetic quality of the map is also wonderful. Keeping with the theme of a derelict Forerunner outpost, the damaged structures seem natural, almost like they were once whole. At the same time, the aesthetic do not interfere with gameplay, and every piece has its purpose. Great map guys!
This played surprisingly well for slayer today. Not many asymmetrical maps work well with symmetrical games. Indoc continues to amaze me! Why is the turret on the offensive base angled towards the floor?
Thanks EAKLE, I appreciate you helping with the Atlas test videos. The Turret is tilted in that way so you have a better angle overall. If the Turret were completely flat, then you wouldn't be able to see the area below you in the Attacker's half of the map.
The are very cool the desing of the defenders baase are looks very like an old castle and i really love that ! But the prowlers idea are poor .... add a warthog and delete the prowlers for the attackers ! For the defender delete the prowlers and add a ghost it will be better because when i tested me and my friends the prowlers are very hard to drive so ..... Good map 4.5/5 !
That's probably more down to your experience with driving the Prowler as opposed to the Prowlers themselves, to be honest. The amount of feedback telling us that the Prowlers were a good addition and it was good to see a change from the usual Warthogs shows that it was a good idea to implement them. That's how I see it anyway, but as always that's just opinion.
Lol, during yesterdays test session I splattered quite a few people with the prowler. It's starting to grow on me I think.
Indoctrination has been posted at Atlas and the link has been edited into the 'Resources' section of the Original Post. Due to this, there may be updates made to the map in the coming weeks. We will of course keep this thread updated with newer versions if they're made.