Hello Forgehub , I'm Partarar. I'm not the most popular forger, but I've been doing my thing since Halo: Reach. Then I was messing around with blocks. In Halo 4 I dabbled in minigames and a few non-competitive maps. Leading up to Halo 5 I had one goal; create competitive maps, especially core 4v4. Over the last few months I've been developing maps non-stop, and these are the three I've dubbed worthy to show off. Damsel, Coolant, and Belligerent. Ive gotten lots of great help from people (Duke of Mearl, Bromaniac, WholeIowa FIN). Damsel Damsel is one of the first few maps I drew up after the launch of Halo 5 forge. its a symmetrical map with 3 floors and plays slower than the other two maps. It has rockets and a railgun, but the rockets are switched out for an over-shield during objective play. It plays well with slayer and strongholds, but ctf and assault can get a bit wonky. Weapons Rocket Railgun Over-Shield Shotgun BR x2 DMR x2 SMG x2 Storm Rifle x2 Coolant Coolant was a reimagining of the third map I created in Halo 5. its much, much smaller (I didn't know what I was doing back then) and features a railgun and invisibility. It's symmetrical with 2 floors and plays relatively fast. It also features sliding doors, cause why not? CTF plays well on the map, as does slayer, but I have yet to test other gametypes. Weapons Railgun Invisibility Needler Plasma Pistol BR DMR x2 Carbine x2 Storm Rifle x2 Belligerent Right off the bat I was told this was a good map, so I have high hopes. Belligerent is inversely-symmetrical, sports 3 floors, and asymmetrical stronholds (wuut?). Its plays well with CTF, strongholds, slayer, and oddball. Top mid has a Plasma Caster, and bottom mid has an overshield. Weapons Plasma Caster Over-Shield Scattershot x2 BR x2 Lightrifle x2 SMG x2 Boltshot x2 Any feedback you have on any of these maps is welcome. All 3 are very close to final, but I'd welcome anything from a, "Change this color," to "Scap it." Thanks in advance! -Partarar
Played Damsel, it was Para-terrible. XP Naw tho, it was a good time. It's been too long for me to give real feedback, but I liked what you had going there. Maybe a bit too much vertical separation between levels, some open spaces are pretty death-trappy. Other than than, really like the general layout and pathing options.
Really enjoyed the theming on Damsel, and I thought strongholds played particularly well. Will be sure to check out your other two this week!
@Partarar Hey, I played this map in my Creative Force Tuesday Night Tests to get it further along the ATN for Greenlight. I figured I'd post the lobby's thoughts on this. Reception was certainly positive, and I had a lot of fun on this like before. We played Slayer and Strongholds on this. It's hard to give a good list of feedback considering all of the feedback was positive. No news is good news. But everyone felt it played exceptionally well, especially for strongholds. The strongholds are really well placed! The movement options are varied, but not overly so. The weapons were placed well, and it was overall pleasing to the eye for aesthetics. The one thing people disliked on this was that they couldn't clamber on the UNSC Boxes. Good work dude!