After a long time of Forging with friends, this is the first map I'm putting up for the community, and my first submission on Forge Hub. RUPTURE Rupture started off with the idea of keeping a map small and compact, while still giving players plenty of open space to battle on. Players spawn inside of their respective bases, which are located within close proximity of each other. The bases empty into a series of hallways which circle a center chamber, which houses the maps main power-weapon, the Gravity Hammer. Players can take three Gravity Lifts (two in the bases, one neutral) or two stairwells to an open rooftop terrace which was built for medium/medium-long range battle. Players on the terrace can lay in wait for unsuspecting enemies below, making use of conveniently placed drop-down points. Rupture has been playtested with several gametypes, but I've found that it excels with up to 4v4, and even 5v5 for those looking for a very chaotic but fun game. Neutral-objective games (Neutral Flag/Bomb) can be particularly exciting, and seem to work quite well with Rupture's layout. Weapons: DMR x 2 - 45 sec. Needle Rifle x 1 - 30 sec. Spiker x 2 - 30 sec. Magnum x 2 - 25 sec. Plasma Pistol x 2 - 30 sec. Focus Rifle x 1 - 130 sec. Grenade Launcher x 1 - 150 sec. Gravity Hammer x 1 - 130 sec. Plasma Grenade x 6 - 30 sec. Frag Grenage x 4 - 30 sec. Health Pack x 3 - 15 sec. Front view, showing spawn bases and grav-lifts. Rear view, showing neutral grav-lift, Grenade Launcher Spawn (lower level) and Focus Rifle (upper level) View from Blue base, showing path to Red base (left), inner ring, and center chamber (hammer spawn) View from above Blue base, showing terrace towards Red base (left) and holes leading to lower level. View from above Blue base, showing staircase from 1st to 2nd floor, Focus Rifle spawn, and Neutral grav-lift on 1st level. I had a hard time getting pictures that capture the cramped and winding "Inner Ring" that leads to the Neutral grav-lift and the Grenade Launcher. As soon as I can get some, I'll be sure to throw them up as well. Special thanks to seoul azn for criticism, and to my personal friends for playtesting through many sleepless nights of Halo LAN-partying.
I like this map. It is well balanced throughout the map and it's not to complicated or too simple. Just two words. Focal point. You need something catchy to really separate your map from all others. Other than that, well done!
Good map bro, this is what I call "thinking simplistic". It´s strategic and easy to play, making a unique gameplay*. Remember the classic´s CE maps.... ;D
Thanks for the kind words, Gents. Since this is my favorite map I've done thus far, I'm looking for ways to improve it or spruce it up a bit. Any suggestions? As for being "too simple", I guess that's what I was going for. I was going for something that is extremely easy to understand the first time you play it, but something that can always deliver something new in every game.
I'm a fan; as someone who typically builds smaller maps, it's really great to see someone else toying with the same basic concepts. And, even better, that micro-maps really can bring bacon. At your post above: from what I've learned, these maps typically need a higher degree of quirk to make them tick. I think you've got that though, so I'd just keep focusing on making sure that if it's going to be small, it plays unique. Cheers, Moxus
Love it, definitely a great small map, maybe a really cool rock structure on the top can give it the "standing out" it needs? The only thing I don't like are the glass sails sticking out of two of the sides of the main structure. Anyway great job on the aesthetics, this is a lot of fun to play as well