ok. it would certainly make things better. I'm not sure it solves everything. in yellow are the zones where I can easily add dancefloor without altering the layout much. it may not be much, but at least it widens some of the narrowest corridors. I'm not convinced it is necessary on the lowest floor, but that's probably not worse anyway. in red are some less obvious long lines of sight. what do you call competitive and casual map? I see. unless you play in SWAT. or use a custom game mode. is that considered a casual map if it relies on a custom game mode?
Fauch, that's not enough. There are still tons of random 90 degree corners and wraparound pillars that would cause issues. The red lines don't seem very long in the first place and also are so narrow that none of the medium distance fighting along them would end in a kill. It's just too easy to run around corners and regen shields. Assuming that you are going for competitive, I would scrap this sketch and go with something entirely new. Also, what program are you using? It looks very strange..
it is an excel table expecially made for timesplitters maps. it's a sketch I made long ago anyway, so I didn't spend much time on it. since I made 2 fairly open maps recently, I thought I could try something different. another thing I wanted to know, is if you think I would have enough brushes for such a map? (on impact) so, what are the competitive standards?
Hey guys, I'm back with another map. I asked my brother for something he liked in halo, so he said oddball, so I tried to make a map that would work well. So I made a center spot, with intentions for LOS blockers (upward ramps) until you reached the oddball. It then became a fun local/1v1 slayer map. I made it in forge, but I dont have access to an xbox ATM. Spoiler The teleporter is one way from bottom to top. Cyan circle is a Power weapon, I'm on the fence between Saw and Sniper. Brown are rocks. (not shown in the sketchup; there are more rocks around the 2x2 pillar in the largest room to defer some LOS)
@Fauch Thank you, it is helpful. I'm not sure why respawning at different distances from B is a problem. Could you tell me please? If it is very important to change, I'll look how I could make more specific A and C bases, so the teams would respawn always at the same distance from B. I also like the idea of bridges crossing over the two south streets. For the lines of sight, considering the curved bridges, I think it would be good to remove any covers on the top of it, so people trying to camp on it would get killed by the ones covered on the streets. You agree?
Anyone know of an app for quick sketch-ups compatible with itouch 4th generation? Looked on the app store for quite some time, but i couldn't seem to find anything good for making top-down sketches with a snap to grid drawing system or anything. Would be kind o' convenient to make quick layout plans on the go.
@Suffocation Nicely sketched. The slight asymmetry is interesting as well. I would like to see more height variation and connectivity, though. As it is, it seems like there are some areas that you could get stuck in if the enemy sees you.. (ex: that 2x2 pillar, some of those indents in the walls) It also seems like there are quite a few parallel crossmaps, which are made more plentiful by the lack of height variation and could contribute to the issue as well. Also, you have a 1v1 Oddball gametype? Can you share the settings you're using? I'm very curious..
@Spin I played normal oddball with just one friend (he not being very experienced at Oddball), default settings and the game was one sided, especially with teleporter so easily accessible from the high ground. I'd love to make a new gametype, probably without ability to throw the oddball. When I played with my friend, there wasn't much action in the corners. There was plenty of movement though. I did get a few easy kills since the spawn areas and teleporter paths kind of conflict with eachother; If you die near the most defendable part of the map (near the rocks) then you spawn in the safest place across the map, right near the receiver node. I'm gonna scratch it' it's pretty fun, but the environment can be abused. I thought some community members would like to look at it though :3
First of all. I (like most people) am requesting a re-sticky of this thread. Page 5 is just unacceptable. So this is a 1v1 map that I have designed. It all sort of converges to the room behind the center atrium with an overhang type thing that wraps up and around it.
It's in the compendium to remove the myriad of stickied threads in forge discussion. It only takes a couple more seconds to link here from that thread than it would should this thread be stickied, so I'm sure everybody can manage. As for the design, I like where it's going. However, the top area and the bottommost atrium looks to be lacking structure while the other is very linear as are the left and right sides. Since you're are going with roomed off areas, I suggest breaking the bottom atrium and top area into several rooms to break the LoS. In addition, you could simplify those includes as the large amount seems unnecessary in certain areas. I would say work with that first given it's the main problem dragging the design down IMO. Spoiler Red: the extra complicated additions that could be removed pretty easily Green: A longer ramp Blue: An example of rooming stuff off Goodluck
Alright appreciate the suggestion. I added some circles to show lifts, and where about they should land. One from the topmost room to the overpass. And one from the ground floor to the top. Also added a better view for the room, to help you help me
So I made a sketch in Math class, really just started doodling and it felt good. Keep in mind I didn't add a wall around the outer edges, but there is one. I think it would be good for 2v2, I don't think 4v4 would work properly, maybe I'm wrong. Okay I remember where I got the sketching idea from. I had a dream where the Krabby Patty got a crazy make over, so I sketched a little part of it and forgot why I started haha. Then I made one more sketch with the basic plans in mind. Spoiler View from center 'sniper ledge' same location different view
Suffocation, looks like it might make a good flag map or something of that sort. I might suggest making it more divided. Like cut the map up into rooms.
@Narfiddy I feel like the map is kinda of already in rooms. I added the walls in the sketch now. If outside walls weren't quite what you were thinking of, then could you explain in a little more detail? Spoiler
Alright, here comes another sketch, hopefully its a good one. Key: Arrows indicate incline Shaded in Circles and small Squares indicate teleporters (shape indicates different set) An upside-down triangle is a potential location for a power weapon. Shaded in parts indicate solid wall or blocks Slashed parts indicate pits Shaded triangles indicate man cannons I was hoping that this would work well as a 1v1 to 3v3 maybe 4v4 slayer map that work under classic halo rules, so no ordience drops, similar to Dystopia. I accidently missed out a section of wall in the centre of the sketch, between the two inclines, there is a normal wall there. Each small square on the grid indicates a 1x1 piece. Does this seem alright?
Heres the sketch up Maybe a 2v2 or more. Heres a cleaned up sketch using my sad skillz from adobe photoshop.
There are so many pillars and 90 degree angles on there that the flow will probably turn into nadespam Clear up the space a bit and it should be nice. Digging the asymmetry.
Map Sorrow heres a updated sketch did some thinking on how they will get to 2nd level and as you can see will be adding another structure like object to the side that will bridge over to the light area. also the two holes at each end will be some sort of jump system. The tunnel system I built into coming out of the new area on each side.