@Fauch The teleporter is faster. There was originally a teleporter where the triple ramp was, but I removed it. Will probably put in a slightly different teleporter or a lift. @Auburn Window's still there. I thought that the GA teleporter was visible enough as it was.. Will probably have to change the layout slightly.. I'm thinking about moving that teleporter all the way outside. Pretty sure it was like that in some old version.. What are your thoughts on extending the top red teleporter area so that it ends at the Red Armor? (can see the red armor but most drop through the GA hole and cross to pick it up)
I hope it's not too ambitious for forge. I fear it may require too many blocks : the map is completely enclosed, the white is walls, grey is the floor and dark grey is where you can drop to a lower level. blue lines are windows, orange lines are doors. doors are closed on the 1st floor. items and spawnpoints aren't very relevant, that's their position in timesplitters. I'm thinking about air ducts where the yellow dots are. another problem is that the bottom floors should be dark and red and the top floors should be bright and blue-ish (or green-ish) I have a video if you want a better idea of how it should look : Zombies lab, Mapmaker map for TSFP - YouTube
Ok, Ive done another sketch, this takes ideas of Narrows and makes it bigger. It may be a bit ambitious and I will be having as a flat bridge rather than a curved one due to the design. But heres the sketches. Again, mind them, Im using a different camera and the light was effecting it. Very Genrallistic Overview: The Bridge connects two small compounds/bases together, and a group of man cannons take players from the bridge to the side off platform for an addical route. The teleporters on the bridge are indicated by circles, note that the arrows next to them indicate where they which floor of the bridge they will be on. The teleporters on the seperate platform and at the compunds with have arrows to indicate which teleporters they will link to. More detailed Bridge Layout The circles show where some of the teleporters are located, note, they are not linked to each other on this part of the sketch. The bottom of the page shows the main bridge, it is planned to be wide enough for mongooses/warthogs to cross, the walls act as supports for the rest of the bridge and allow players to advance on foot across the mid bridge a bit more, the spaces between the walls allow for just enough room to allow vehicles to turn round. Note that the arrows indicate upwards inclination (mind the mess) The middle of the page shows the top bridge, this features enough room for players to take cover and advance, a teleporter is present that links to the teleporter on the seperate platform. The very top of the page shows the lower bridge, this small sections has a pair of teleporters that link to the sperate bases. You can also get to this location by a pair of ramps of the mid bridge in the centre. The seperate platform is intended to be forged in a manner to allow players on it to attack the players on the bridge. The map is to be made on Impact and have the apperance (hopefully!) of an UNSC repair yard. Advice?
Mmmm Forge. I thought of something for your first sketch while playing reach the other day. What if you made the map just a smidge bit bigger, and then stacked it. My idea came from playing reflection. Your top 2 corridor's could be placed on top of eachother with a lift going up from the bottom. Just a thought to ponder.
Dominion map Hello guys. This is a city map designed for Dominion. I'm sure there is many things I should change to make the map fair. Also, I think I would have difficulties to make it because it is a big map and the budget in forge is not big. In the pictures, pink zones are death zones (takes 10 sec. before you die); white zones are floors that are possible to be walked on; dark zones are floors that aren't possible to be walked on and walls; brown zone is rock. This is the first attack of aliens (unknown living persons from an other planet) on Earth. The government knew the attack, evacuated the city and sent his best troop in an helicopter. The goal of the aliens and of the troop is to control the area of the city. In the beginning, the troop would spawn in the helicopter and would have to jump out of it (there is a death zone in) and the alien would spawn in a little starship where there would be a teleporter to go on the top of the starship. I don't know if I would put different guns for each teams. Let me know your comments! **EDIT: It is very important to say that I would put a lot of cover in the streets and some between the buildings. Also, maybe there will only be warthogs and mangooses. Finally, I don't think I would put a sniper rifle in the map because it could be overpowered (I would have to test it). More pictures: Spoiler All three bases (the B one is other the little bridge) Human troop beginning spawn Aliens beginning spawn (teleporter on the middle top of the starship).
I think it would be interesting to have the "streets" curve around so that you don't need tons of "cover" to block sightlines. @Fauch What? That looks extremely complex - I can't understand much of anything besides what floor is what. Aerowalk is close to done Got it mostly laid out, just have to put in ceiling and the other eight yards (spawning, kill/safe zones, weapons, jumps/lifts/teles, color (goddamn Impact), and Forgehub thread). Yes, I just made that up now.
@Fauch Yeah, it's true. But, I said in my edit that there would be many covers in the streets. Also, where the bases are, a lot of covers would appear when a team would have a base. The teams would not spawn directly in the streets, but between buildings near bases and behind the covers of bases. @SpinCycle014 I will think about this. The problem is that making curved streets would be harder and take a lot of pieces. Maybe diagonal streets for base A and C.
but someone stationed around point B with a sniper rifle could pick them up as soon as they leave their cover?
True, this is why I said I don't think I would put a sniper rifle on the map. I should try to put something to make the middle bridge not so so good to camp with a DMR for example.
yeah, but the layout is obviously made for the sniper, so it's weird to not have it. the problem is more than the layout seems to allow and encourage spawnkilling.
Good point, I'll try to add buildings for the bases, it would help for this. Maybe I should change the middle bridge; at the beginning, I made it to put a third way to B, not to put a good sniper spot.
maybe that will be easier to understand. ramps going up are bright green, ramps going down are dark green.
There needs to be a lot more dancefloor and space. Right now, it's just shotgun heaven with nowhere to strafe as well.
Dominion map (changes) Hey, I looked at the middle bridge. You said it was designed as a sniper tower, so I changed the bridge by a system of jumpers. In the picture, this is the B base. The blue circles are the jumpers and the green circles and the landing of these. Do you think it's better? Don't forget that the actual B base is not showed in the picture. There would be a lot of cover and maybe a building or something else. Spoiler
I didn't mean that bridge. I meant, when you are in the north of the map, you can see all the way to the spawn points. that was more or less the point, the original map mostly had CQC weapons. it would be possible to add more dancefloor in some places. of course there is room to strafe. well granted, there are a couple places that offer little room for moving. I suppose you may be thinking about wide open spaces. there are many opportunities to strafe out of the line of sight of another player. I was also thinking that the shotgun would probably provide a major advantage. but it is perfect for this map. I was thinking that players could be forced to start with saws. weapon damage could be decreased, that would also decrease the chance to die instantly from corner camping.
I never said that the respawn were directly in the streets. They would be on both sides of the streets, between buildings, on buildings (there's a roof for base A and base C) and behind big covers such as boxes maybe. An other point, if you are facing the bridges, you can't see the other side because it is rounded. I think I would also put some railings on the sides of the bridges the break some lines of sight from B to A and from B to C. For the middle bridge, didn't you say that it was a good sniping spot (OP). Maybe should I keep the middle bridge, but also put a jumper down of it (like in the previous picture), so a sniper on the middle bridge could be easily taken by surprise by incoming enemies.
I didn't talk about the middle bridge. this is what you said originally : they are forced to jump in the streets. in red are the lines of sight I'm talking about (taking into account the curve of the bridges) in green are the zones where you could spread your spawnpoints, if you keep that current layout. the main problem is they would spawn at a random distance from B. you could also have bridges crossing over the streets. lol, I forgot to crop the picture
Oh, yeah, in the beginning. After that, the teams respawn in the zones they control. I know I didn't mention this, but in fact, this is always that in Dominion.
IDK if you're going for a casual map here, but I'm judging on a competitive standard. You may not have noticed it, but every Halo 4 dev map follows this principle as well as the good forge maps. As of now, it'll be impossible to finish a kill because there are too many 90 degree angles and thin walls that you can hide around. Shotgun = free killing frenzy.