2-10 players. Weapon List 1 Energy Sword (180s) 1 Grenade Launcher - 4 clips (120s) 1 Concussion Rifle - 1 clip (120s) 2 Plasma Pistols (60s) 2 Plasma Repeaters (60s) 2 Needlers (60s) 2 Magnums - 2 clips (30s) 10.23.10 v2 changes (very minor) : Minor tweaks Added big soft kill zone to encompass the entire map NOTE: Jetpacks are useless on this map and i recommend you turn them off before playing. Hello, my name is Clearith and this is my first Reach map posted on Forgehub. I've always been an avid forger and inspired by many and it brings me great joy to forge. Even if a map turns out to be not that good, it's the effort that counts. Hopefully this map will be enjoyed? We'll see. The map itself started with an idea to make an all natural map (natural meaning rocks and upside down tin cups -- grass). But then i realized that Bungie unconviently gave the users (us) only fifty rocks to play around with, a unsubstantial amount to make a decent map - or at least the kind I had in mind. So I ended up making a map based around a cave-like structure. So...on to pictures!! This is a view from blue base View from red base Red tunnel Blue tunnel Concussion rifle spawn and rock centerpiece Grenade Launcher spawn Hope you download and enjoy!!
I like the design, the circulation and generally how its been made. This map really feels like it is professionally put together and it's clear that you know your stuff. The area pictured second from last has a really roomy feel, and the map as a whole reminds me of Halo 3 Forge. I love how you've created stands for things like the concussion rifle and the grenade launcher as well. I have a few problems, however. The beauty of this map is marred by the wierd, juttery phasing affect in the areas pictured first and second from the last. This can be remedied by simply pressing RB and A in rapid succession in order to elevate a piece oh so slightly. The area you walk down when turning right from the area pictured first is also a bit awkward. The walls make me feel uncomfortable as a player, and seems out of place and sloppy. Also, I noticed that the level isn't jetpack compatible. That means that people have to bother to play a gametype which doesn't allow jetpacks before they realize that if they fly up a bit too far, they're punished harshly by immediate death. No soft kill zones for them. I think 1 big soft kill zone would do well to encompass the entire upper level instead of several small ones. There is also a small gap through which people can squeeze between the fault point of two boundaries and escape into the world above. No tactical advantage is gained, but still this can be a bit of a killjoy. Overall though, this is a great map and is totally playable. I would recommend a download to anyone reading this!
Halo reach: thanks man. Don't forget to put your actual feedback though once you've done a run-through the map. Tedlum: I really appreciate your lengthy thought out reply. Most people just write "looks cool, I'll dl". Maybe you can add me and show me where your talking a about moving a couple pieces up? I made sure that you could walk over all rocks without jumping, so if it's a messiness factor then idk what i can do about it. I get some areas and I agree they looks decently sloppy but I guess I never bothered to change it. And as for the jetpack deal, i guess your right about it being harsh to put an immediate kill zone. I was thinking about blocking the entire map off so that you couldnt see the sky but i like that openess. I will change and add a big soft killzone. What do you think about the weapon placement?
Sorry to say I'm pretty far away from my Xbox but I have it queued and I'll check it out. What I'm really liking about it is the aesthetics of the map; not so much with the structures or anything but with the colour scheme. It's not just a simple grey blur, you've incorporated varying coloured areas to make the map look unique. From what I can tell, the use of the tin cups, water and rocks in conjunction with the building structures bring added life to the map elevating it into something more memorable. Again, sorry I'm not of more use.
Im queing now, the awesome first picture caught my attention. Great idea to use golf ball holes. Will post testing results if I remember.
this map looks very appealing instead of the boring gray maps people have been throwing out there...good job!
This looks really awesome. I'm really liking all the maps that people are doing that use the watter and rocks and other various items to create a swamp like feel to certain parts of the maps. The tunnels also look super cool
I agree, the openness does well to add to the "outdoors" effect, so soft kill zones are necessary. The main place I meant about the weird phasing effect is in the very first picture you had in your original post. I'm talking about the floor of that area made up of 5x5 flats or whatever they may be. When the heights of two identical objects are the same, the game doesn't know which one to show to the player. Therefore I'm sure you noticed the odd flashing. I downloaded your map again and noticed that you changed the sloppy walls that I spoke of. I think you replaced the incline pieces with 3x3 blocks. Apart from the phasing, I think the map's fine now.
Oh, i see what you mean about the phasing now. Yeah i tried to fix it, but my efforts remained useless, unless I make the floor uneven, which is forbidden.
Well, if you do it just right you can create a seamless effect. You could either press a (while grabbing an object) extremely soon after pressing RB, or you could go into the B button menu, edit coordinates and make the height 1 unit more than what you want. As soon as you press down to make it the correct height, try to deselect the object ASAP (which is smashing BBA as fast as you can). This cuts short the movement of the object so that it actually moves about 90% of the distance it usually does, leaving it a fraction of a unit above the other object. If you do it right, the difference in height should be unnoticeable.
Oh, you posted this beneath my nose now didn't you? I enjoyed our interesting test sessions on this map and I'm glad you changed the things you did. I stand by the fact that enclosing that room was one of the most simple but best aesthetic achievements, ha ha. I've come to recognize Surream as the Zen Garden of Doom! Anyway, nice work. Fun little map to play on. I wanna see what you got next =)
I totally forgot to answer your question about weapon placement earlier! Sorry. I think that the weapons placement is fine. There is a good distance between similar weapons such as the concussion rifle and grenade launcher. The energy sword has a great placement as the Risk versus Reward is ideal, especially for a weapon which proves quite formidable in a close-quarters map. Apart from that I think it's the story of "If you're doing everything right, no one will know you've done anything at all."
Tedium: Thanks for your advice about improving my map, you've proved me a great help . And i'm glad that the weapon placement doesn't prove any issues. By chance, have you gotten a few games in on this? I would love to hear how that went down. Organite: It seems I did. I would've told you but because school is royally kicking my ass, I can't play during the week (stupid parents haha). Zen Garden of Doom = lol. I would have to agree with closing in the concussion rifle spawn. Pure genius. Looked better than Megan Fox in a bikini (well, maybe not).