Marker

Discussion in 'WIP - Works In Progress' started by thegaykid7, Dec 2, 2012.

  1. thegaykid7

    thegaykid7 Forerunner
    Senior Member

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    GT- BloodyNinja17
    Map- Marker
    Supports- 8-10 players
    Gametypes- Team Slayer, 1-flag CTF
    Budget- $9300+

    Weapons-- Rockets (1x), Sniper (1x per base), Sticky Detonator (1x), Sword (1x), Shotgun (1x), Saw (1x)
    Vehicles-- Mantis (1x)

    Hello forgehubbies, and welcome to my first Halo 4 forge creation. Though I decided to publish "Artifact" first, this was the original design that I began working on when the game was released. I ultimately felt more comfortable in releasing "Artifact" at the time, so that's what I decided to do.

    Marker is an asymmetrical map designed with 1-flag CTF in mind but should also function with team slayer as well. Blue team originally spawns on a series of rocks and moves into their mini-base. From there, they must cross over a large central area, highlighted by the presence of the Mantis and Rockets up top along the walkway which can be accessed via the teleporter. Enough cover is present that this area shouldn't turn into a deathtrap for players. From here, players can chose to take the left path into the lower level of the base, or head straight through the front and choose to go left or right.

    The red team flag is located in a large underground room with two ramps providing the only means in and out of the area. Toppled strut pieces provide some cover for players, and there is a saw on the left side of the room.

    View from Red Base 1
    [​IMG]

    View From Red Base 2
    [​IMG]

    Blue Base Spawn
    [​IMG]

    View from Blue Base
    [​IMG]

    View of Rockets and Mantis
    [​IMG]

    View from Red Team Sniper
    [​IMG]

    Flag Room
    [​IMG]

    Preview:
    Marker (Preview)- Halo 4 Forge Map - YouTube


    Two things to note are the presence of a low gravity/trait zone section near the rear of the red team base and a section of the map where the player can leave the station tunnels and move about in space. The former is the location of the sword spawn, and was created with the intention of giving players incentive to follow this path, as it is a longer means of getting to the flag. Each section of the tunnel has slightly different trait settings, which player speed increasing and gravity decreasing as the play proceeds further in. It is easy to distinguish what section you are in as the tunnel is U-shaped, and therefore broken up into 3 distinct sections. A gravity lift is available in the tunnels to enter the space section, and is useful for evading enemies and planning more stealthy invasions. In particular, it is very useful once a player has the flag, as the player can travel along the top of the tunnels and proceed back toward the blue base.


    To be honest, though I like how the map is designed because, well, it's my map, I'm unsure of how it will ultimately play. IMO, the most significant issues I could see arising are the extended sightlines provided by the long sections of tunnels and the lack of interconnecting pathways, which could lead to stale gameplay and repetitive action (I had no set plan when I began to forge this map, just went with it). I believe this can be remedied through the adding of additional areas, though I am out of space station pieces and will have to rely on other forge objects. Also, many of my weapon placements where made with the invading blue team approach in mind, giving players incentive to follow certain paths and to promote balance, but I can see the red team hoarding a number of the power weapons (and in retrospect it seems like I've placed too many). That wouldn't be a difficult fix obviously.

    As always, feedback is greatly appreciated, and message me if you would like to help in playtesting the map. Thanks!


    EDIT- Realized that 1-flag CTF is not currently playable because of its removal as a gametype. However, thanks to FlyingshoeILR, I should be able to easily fix this issue later tonight. Sorry for the delay!
     
    #1 thegaykid7, Dec 2, 2012
    Last edited: Dec 2, 2012
  2. knife2meetU

    knife2meetU Forerunner

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    It looks good, although upon reading the title I was expecting something related to Deadspace.
     
  3. theSpinCycle

    theSpinCycle Halo Reach Era
    Senior Member

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    You are right. In general, maps consisting mainly of station pieces tend to suffer from lack of cover, repeated nature, and uninteresting play.

    Perhaps try changing the piece usage around so that the "station feel" is less prevalent.
     
  4. Catman87

    Catman87 Ancient
    Senior Member

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    looks like something i would let a hamster run around in
     

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