Lateral

Discussion in 'Reach Competitive Maps' started by Noooooch, Dec 12, 2011.

  1. Noooooch

    Noooooch Forerunner
    Forge Critic Senior Member

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    Map Name: Lateral (v1.4)
    Canvas Map: Forge World (Skybox)
    Last Updated:3/5/12
    Status: Complete
    Screenshots:

    Loadout Camera / Green (Rocket Spawn)
    [​IMG]

    Initial Spawn - Both teams spawns in view of each other through the windows
    [​IMG]

    Top Mid
    [​IMG]

    Bottom Mid
    [​IMG]

    Top Purple (Sword Spawn) and Bottom Purple
    [​IMG]


    -fixed by Bloo

    Ideal Player Count: 8 players
    Best Gametypes: CTF, Slayer
    Supported Gametypes: Assault, CTF, Stockpile, Territories, 3 Plots, KotH, Oddball, Headhunter and Infection.

    Description: Lateral is a 4v4 Objective and Slayer map. The map promotes many styles of gameplay, but is highly focused on team communication and DMR skill. The idea was to promote healthy, balanced map flow, "laterally" across the center of the map, where teams flow left and right, up and down and in and out. Mostly every spot in the map is countered by 2 or more other sightlines, which is where the teamwork comes in.

    Other Notes: Lateral is very much inspired by The Pit. You'll see the resemblance in the Base and Sniper Perch. The rest of the map flows much differently, and is very much different.

    *You can toss the flag or bomb from the floor up to another player.*

    To better aid players, I used specific scenery to distinguish between Green and Purple. Green (which houses Rockets) sports UNSC Scenery, crates and sandbags. Purple (housing Sword) uses Covenant scenery, Covenant Barries and Covenant Crates.

    Budget Remaining: ~$1,900
    Overall performance: Solid.
    Split Screen Framerate Rating: Good.

    Power Weapon Set Up:
    Rocket Launcher x1 / 1 spare clip / 180s
    Energy Sword x1 / 150s
    Sniper Rifle x2 / 1 spare clip / 180s
    Grenade Launcher x2 / 3 spare clips / 150s
    Frag x4 / 60s
    Plasma Grenade x4 / 60s
     
    #1 Noooooch, Dec 12, 2011
    Last edited: Mar 5, 2012
  2. pyro

    pyro The Joker
    Senior Member

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    You are required to embed images of your map. Since you at least have some images I included the code to embed them for you below. Please read the rules.
    Code:
    [noparse][img]http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=25295737&size=medium[/img]
    [img]http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=25359416&size=medium[/img]
    [img]http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=25295738&size=medium[/img]
    [img]http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=25359417&size=medium[/img]
    [img]http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=25359415&size=medium[/img]
    [/noparse]
    -Thanks

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    In general the map just looks average. There are no aesthetic pieces to make is stand out, but gameplay should flow well most of the time. There are a few places where it appears someone could hit the ceiling by jumping which is never good. It's best to eliminate cramped areas like that.

    The skybox generally refers to the area above the invisible barrier on forge world which many people use for consistent lighting on their maps.
     
    #2 pyro, Dec 12, 2011
    Last edited by a moderator: Dec 12, 2011
  3. Elite Warrior5

    Elite Warrior5 Forerunner
    Senior Member

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    From the pics it looks pretty solid. Were the rating that are posted made by you or the testers guild? One suggestion, though. Put the rocket launcher on the bridge made of brace larges. And is it set to a certain time to spawn?
     
  4. Southern

    Southern Forerunner

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    Yeah, it looks good, but two things bother me about this map. One, the ceiling on the bridge is too low. Raise it. Two, the rest of the map looks a little too cramped.
     
  5. Elite Warrior5

    Elite Warrior5 Forerunner
    Senior Member

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    Don't listen to SouthernNumber1. You should raise the ceiling on the bridge, though.
    And the map doesn't look cramped at all. I think Southern's just cramped. lol
     
  6. child7of7christ

    child7of7christ Forerunner

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    Just copied this from RP lol :p

    I remember the first time you showed me this, at first glance i thought it was a Pit remake, but then i looked past the obvious resemblances and saw that it was not the Pit lol.

    Like I've said to you before, you've taken the best features of the Pit and mixed them together with your own forging style and gameplay ideas to create a very, very solid map.

    No one side feels to be the dominant side, there is constant movement through all parts/sides of the map. You have the Sword and Rockets opposite from eachother, great choice, as it keeps players going left and right between the Middle.

    The Rocket side is great for pushing up with your team to lock down the enemy base/sniper tower as you were saying in the post. You have a great sightline into the base and the tower, as well as enough room/cover to comfortably fit a team of 4. You've also added in those jump ups to that room which gives a defending team a greater fighting chance to contest the offensive team.

    Speaking of the jump ups, they serve their purpose well. They are great in a pinch when you need to get to high ground quick.

    The Sword side offers a bit more security, only having the ramp as a direct pathway, however this is accounted for by the lack of presence you have on the map when you are there. You can contest the sniper tower from there, but only to a degree; you will have to take advantage of the safety of the room often. The drop down is sweet for when you feel you are about to be overwhelmed. The Two Stickies below are a great incentive to drop down as well, especially when you are being pursued.

    There are Sprint jumps throughout most of the middle area that can get you from your side of the playing field to the enemy's, quickly.
    If you miss, Crate jump ups are there :)

    You can also drop down to Bottom Middle when the heat is on you up top, via the drop down you recently put in the Middle. Gives more freedom to players going straight through Top Middle.

    The Sniper Towers have that good ole Pit feel to them. Its a 1v1 battle in that moment between you and the other Sniper. The winner will help his team assert map control immediately, taking advantage of the down time of enemy Sniper fire.

    The part above, as well as the part below, reminds me the most of the Pit, in a good way.

    4v4.

    1 player on each team rushes Snipes.
    They battle.

    The rest of the players on each team push Rockets.
    They battle.

    They outcome of those two fights can really set the pace/flow of the rest of the game.

    Solid map Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooch............................................................
    i do enjoy playing on Lateral :)
    Very team focused like you said in the post! +++++++++++++++++++!
     
  7. Noooooch

    Noooooch Forerunner
    Forge Critic Senior Member

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    First off, thanks Bloo Jay and/or Pyro for fixing my screenshots. I simply didn't know I was supposed to embed them, instead of link them. I'm a Rookie here and last thing I'd want to do is break the rules. Anyway, moving on.

    Aesthetic is a matter of opinion, and yes it's not that flashy. It's got a few things here and there for situational awareness and aesthetic flair, but mostly for situational awareness. There is no place in the map where you'd hit the ceiling by jumping. None whatsoever.

    Thank you. No I did not rate my post. I am open to ideas about weapon placement and such, but relocating the Rockets to said area doesn't involved any risk to acquiring them. They are down low at Green, a spot without height advantage, where you'd have to look for them to get them. As opposed to just walking by and grabbing them. Rockets spawn in 180s with 1 spare clip. Power weapon summary is in the OP.

    Again, you can't hit your head under this bridge by jumping. Keep in mind this is BOTTOM MID, the ONLY area with a low ceiling. And the bridge with the low ceiling is only a bridge length long.

    [br][/br]
    Edited by merge:


    Child!!! I just gotta say it's nice to get a comment from someone whose played the map, many times at that.

    Thanks for the lengthy, well written post man! You've shined some light on the map that I felt I'd have been pretentious if I had said myself.

    Everything you wrote about is something I've aimed for and hoped to happen in Lateral. Everything from the 1v1 snipe battle, to pushing and acquiring Rockets to flank the other base, to contesting Snipes from Sword room, dropping down and throwing stickies to cover your tracks! I was surprised you noticed that!

    Again, thanks man. See you in the custom lobby.
     
    #7 Noooooch, Dec 12, 2011
    Last edited: Dec 12, 2011
  8. wpcubs

    wpcubs Forerunner

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    This actually looks like it would pretty good, it seems to have a nice symetrical flow to it. I really like the windows, it creates unique lines of sight. The only thing I would change is the powerup weapons. I think 2x sniper rifles, 2x gernade launchers, and a rocket launcher is too much for this style of map. I would take out rockets, or take out the gernade launchers.
     
  9. quietgiant72

    quietgiant72 Forerunner

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    I saved this map right after that game of customs we played on it. I thought i was a very solid map and my favorite halo 3 map was the pit so this was an obvious pick for me. Very solid map. I have no complaints from when i played on it.
     
  10. Zigywig

    Zigywig Forerunner

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    Remember me, Nooooch? Hmmmm????

    Was this your first map? If so, then not bad. I have to get a game on this over the weekend (hopefully), but for now, you have my DL.
     
  11. bullet2thehead9

    bullet2thehead9 Forerunner
    Senior Member

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    I like this map I like you incorporated parts from pit in it but I agree with pyro it does look average. I have on problem I really noticed about the map and that is try not to use ramps xl in place where the should be 2x2 rmaps because it causes problems because the a bigger and cause some problem I see one of those problems in the 5th picture where the brace is going through the ramp it could cause people who are fighting while walking of the stares to get stuck. But besides that nice try.
     
  12. Shik

    Shik Forerunner

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    Ohhh the joy on this map, I love having Team Slayer with DMRS, it's like the perfect map with a big party. Glad to see this map finally posted, also you don't hit your head or nothing is in the way when playing this map, I hope this map gets the respect it deserves. -shikarix59
     
  13. RoboArtist

    RoboArtist Forerunner
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    This looks appealing. With a nice variety in elevation and balance.
    But the only problems I see are all of those vertical structures. Though it's very aesthetic, it might be a little distracting/confusing.
    Anyways its a Great looking map.
     
  14. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Well, well, well. You thought you'd just waltz on over to Forge Hub and start hocking your crap in our faces, eh Noooooch?

    Well, I'm glad you did 'cuz your crap is awesome! I never liked The Pit (I know I'll get shot for saying that), but I actually enjoyed this. I gotta say I am really tired of every symmetrical map released being some variation of the Pit's layout, but this certainly does a fine job anyway. I haven't actually played anything on here except for that awesome multi team oddball game, so I guess I'll have to see how I like it in standard two-team play.
     
  15. Noooooch

    Noooooch Forerunner
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    Yeah, I've thought about this. The additional Grenade Launchers aren't there just to beef things up. They're there to weigh against the Rocket Launcher. They spawn in 150s, a good while, with a standard clip in the event the other team hogs Rockets, the powerless team at least has a Grenade Launcher on their side of the map.

    Lol! Thank you. I'm glad you liked it. If you have any complaints or suggestions in the future feel free to let me know.

    It's hard to forget a GT like Zigywig! Yes I remember you, we were in a few customs together, I believe you played Lateral as well.

    Mt. Lam Lam was actually my first map. Well my first serious attempt at a map anyway. I'm still not %100 satisfied with it either. Thanks for the download.

    What? Sounds like you're trying to say I should replace the XL Ramps with 2x2 ramps because players might get stuck. There's absolutely nowhere you can get "stuck" in the map. Also, 2x2 ramps have the same degree of incline as XL ramps, so replacing them would only increase my object count.

    Did you download the map and opened it up in Forge? Or are you just looking at the screenshots? I have previously gotten comments about the map being disorientating. I figured once players LEARN the map they'll get situated better, I don't expect players who are playing it for the first time or are just looking at screenshots to immediately know the layout of the map.

    To better aid players, I used specific scenery to distinguish between Green and Purple. Green (which houses Rockets) sports UNSC Scenery, crates and sandbags. Purple (housing Sword) uses Covenant scenery, Covenant Barries and Covenant Crates. They are also placed in noticeable spots. :)


    Hahahah! Actually more like sneak it under your pillow at night!

    Yeah I figured there's plenty of Pit variations out there. For a few of areas in the map, I tried to forge OPPOSITE structures than what it seen on The Pit. Top Mid most especially. As opposed to being 1 hallway through Top Mid, there's 2. Instead of not being able to see straight down the middle, or advance straight down the middle, I made both of these possible. I also have a bottom hallway that crosses left to right underneath the main floor, unlike the Pit. Anyway, yeah I hope there's enough different about Lateral to keep it original, and more "Pit-inspired" than simply a "variation of the Pit."

    I'm glad you enjoyed the Multi Team Oddball! That was a lot of fun for me too, and I felt it played well for Multi Team.

    Let me know how your two team playtest goes! I suggest CTF, and don't forget to throw the enemy flag UP to a friendly player on your base, because you CAN catch the Flag (or Bomb!) from a player on the floor.
     
  16. Zigywig

    Zigywig Forerunner

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    I don't think I've played Lateral, which is why I'll DL soon. And yeah, Zigywig is an awesome name.
     
  17. Southern

    Southern Forerunner

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    Oh, never mind. I didn't know that was right between the spawns. It's just that the angle of the shot made it seem like the bridges were a little narrow. So yeah, sorry about that, I was all tired and stuffs. But the bridge ceiling still needs to be raised. Hitting your head midjump sucks. Other than that, I love this map.
     
  18. RoboArtist

    RoboArtist Forerunner
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    Nah not yet. Ima hafta eat my own words when christmas comes about.
    Looks fun anyways.
     
  19. Noooooch

    Noooooch Forerunner
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    Southern, the whole map was HIGH ceiling. Others, and I, have stated several times in this thread you can't hit your head anywhere on the map. If you read the thread, or downloaded the map, you would know this.

    I'm glad you like it so much! :)
     
  20. neverendinghalo

    neverendinghalo Forerunner
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    i really liked this map except i thought it was a little grey. other than that it was great!
     

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