Red across the middle is a corridor with a view on the orange colored platform. Also fire from red and blue spawn. As far as power weapons go (note they are susceptible to change)... Top mid-- Random Drop -- Snipe/Beam/Rockets/Incin Bottom mid-- Random Drop -- Shotgun/Scatter/Needler Orange Platforms-- Random Drop -- StickyDet/Needler/Pulse nades
If I were you, I wouldn't include two of a very similar type of weapon on the map. It seems like that would make picking up partners/enemies' weapons more annoying. Plus, it rewards you for killing a person with a power weapon more often.. Also, I would cut the Pulse Grenades. As for Euphorius, sorry, I can't really say much except that it looks like Relic, given that I've hardly played the map..
Narf, I still think that you should start the inclines to orange from yellow spawning room. I suggest removing that obtrusion that you recently added to center yellow as well to provide more dancefloor in that location. As for what Xzamplez said, I think a good way to remedy that problem would be to start the inclines from the left side of the spawning room and end on the right side of top red. Spoiler
OhhhhhKaay I get it. The world makes sense again. Ingenious. You have fixed the map Auburn. My only question is if there should be a lift right hur... where purple is, for the spawns that happen in that room, next to the tunnel entrance? Will work on new sketch at nana's house this weekend
I'll pay ten bucks for a magnifying glass. No, seriously, I can barely understand that there's a sketch at that size.
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Sorry it took so long. Started my high school sport so things just got REAL busy. Same key as last time. Changes: moved all ramps to the outside to allow for more dance floor. Added a lift right on orange corner to head up to the orange platform. Weapons are likely to be: Top mid: Rockets Bottom mid: Snipe Orange platforms: Sticky Dets And auburn I did not mean for it to come across as sarcasm. I honestly thank you for your consistent feedback. Sorry if it hurt as all.
A couple things: Not really a fan of those ramps around the edges of the map. They seem disjointed from the rest of the map.. Perhaps you could reduce the height variation or make the changes more gradual. Right now, it looks like a lot of the flow will be awkward, using those outside choking stairwells and giveaway lifts. I would also try changing some of those pillars into walls and making the "rooms" or areas more defined. As for weapons: Perhaps you could try turning top mid into a jump across, putting rockets or snipe at bottom mid, and putting two SDs near the edges of the yellow rooms? I gave up on trying to forge my map without sketching it (It's the one I showed you, Dax).. I'll be back with a sketchup in a bit..
You know what guys. I thank you for the feed back. Something clicked in mah head last night and I am pretty sure what I am going to do for the map now. The ramps are going to be fixed in a way that will make you all cry from its beauty. Top mid is going to be a Narrows-eske type thing that will be like a bridge to block of that dangerously long LoS and from orange platform going underneath you will be able to drop down. Weapon placements not TOO sure about those yet but I can assure you they will work. Thanks for consistently giving me tons of feedback. Christmas (sorry if its not your thing) is coming soon, and I have at least a B in every class, so Halo 4 is just about as good as mine
Here's one I made up that I'm liking. Would like input. It's a 1v1 just so everyone knows. More in spoiler Spoiler
looks like it could be an interesting layout. To be honest though, there's not much I (or anyone else) can say until there's a bit more than just a map layout - potential weapons and team spawns might be a good place to start.
Please delete this post if any mods are around. My pictures were broken. Adding them in in a post below.
@Longshot: Looks like an interesting layout. I like the minimal structure approach. I would need to see the teleporter routes to give any feedback on flow.
@Longshot: Nice layout, I'm a fan of those bridges from tele. Very confused with the center of the map. Lava pit? Is blue dot lift landing? Where's the escape rout in there?
Thread gets unsticked and is immideatly covered up. Anyways longshot The bottom area where there is the green dot (I think it's supposed to be a teleporter) has height advantage and some long lines of sight. You may want to fix those sight lines. My map sketch: overview Level -1
Ninja, it seems really small for a map with rockets (that or very simple) and there doesn't seem to be much of a reason to go down except for rockets.. which I am assuming are only spawning every couple minutes.
It will be comparable in size to construct so it isn't too small but I don't have graph paper for scale. What kind of incentives do you think I should add to go to the bottom? I was also thinking of putting the sniper on the central platform at level -1 and putting a ghost where sniper is at. Thoughts? I have a few ideas for lines of sight blockers where it's really open on level 2 I will be putting those in (hopefully today) Edit: here are the planned LOS blockers. Not darkened yet so I can edit them if need be. Thoughts?
It's been one day since someone posted in here and it's on the second page. This is rather dumb. Requesting re-sticky as this thread is still active. @Longshot Saw the sketchup thread. A lot of the weapon set is questionable. SD, boltshot, and DAmp, specifically. SD can be used to monitor/block flank routes and also bait drops. Boltshot.. well, you're done if you're holding it out at mid range, so the only time you'll be using it is close up and around corners, which isn't exactly the best. DAmp.. it's really powerful for a 1v1. In addition, unlike Camo, you can more easily avoid the powerup player, so the hunt effect turns into somewhat of a cat nd mouse. Layout wise, it looks good to me on paper. From the sketch, it's obvious that you're skilled.
Agreed, this should be re-stickied. About my 4v4(pics above) do you think is should put a ghost where the sniper is currently at? Might add an interesting element to the map.