The Wedge (updated) EDIT Based on feedback received during testing, I've made a few changes to the map. In addition to minor tweaks to objectives and spawning, I've switched the rocket and shotgun spawns. The tunnel under rockets didn't see much action, so I moved the rocks down there and placed the shotgun in the room above. I added some cover to the tunnel as well. I've also added ledges to jump up into each base, and a ramped platform in low mid for a bit of height variety on the bottom floor. Your reward for this feedback? Pictures! Spoiler New Ledges! Sides were flat, shotgun is now directly above. Look a platform! Both maps are in my file share until I can determine how well the changes play, the new version is listed as "The Wedge2.1". ORIGINAL POST This is a re-make of a map I made for Halo:Reach. When I made the original, I wanted to build something that worked and looked like it really belonged in the space I used, while still having a high degree of playability. I drew inspiration from both Narrows and Sanctuary, wanting to mix both with my own style. The result felt open, but had very few crossmap sightlines, along with plenty of routes between the two main levels of the map. With my re-make, I wanted to accomplish the same goals. Building a map that incorporated it's surroundings as well as my original. I also wanted to update the map to suit Halo4's gameplay. There are a number of small changes made necessary by the differences in the H4 palette vs Reach's. As well as a few changes because well, it's an update. Spoiler'd for the bandwidth impaired: Spoiler One last shot, with some aesthetics stripped away. Spoiler Hopefully this helps show the overall layout of the map. Since this map is still VERY beta, I'd love any gameplay feedback. I haven't even played a match on it, but it should test well, as the original did. Spoiler plea for help: I've got plenty of Halo friends, but never more than a few on at a time, if you're testing and I'm on, send me a message. This map or any other
Interesting map design. I would download but Im away from xbox for awhile. All I can say is that it looks much different from other maps, while keeping it simple in layout. I like the look of those wrap arounds near the base.
Based on feedback from multiple games I've made a number of updates to this map. No big changes, but a large number of small ones. I've tweaked the spawning a little bit, just to improve player orientation. There were a couple spawns in awkward locations that I've moved around a bit. I fixed the jumps on the sides of the sword ledge. I had designed the jumps to be a high risk/reward, but I went a little overboard with that, so I've sealed them off and made it much harder to fall off the map. I also added more paths from the ground level into the top of the bases. A ledge on either side of both bases to allow players to jump up, specifically. I've tweaked my safe/kill boundaries to hopefully prevent map breaking, which was a problem around the bases, and added dominion shields to the back of each base to serve as a visual indicator of this. Lastly I made a few aesthetic changes and cleaned up as much z-fighting as I could. Thanks everyone for the feedback, I'm always open to any other suggestions though.
I think I'm commenting on the correct map of yours Played this in a lobby with you not too long ago. There was an area with a very long tunnel. Once you crossed the tunnel, you had no way at all to hide from players on the opposing side. As a result, most of the traffic outside of the base areas was on the high ground. Fixing that issue and also changing the ground floor so it has some height variation could make the map much more interesting.
I think he was trying to use reach screenshots as a comparisson. There are Halo 4 screenshots if you continued to read the whole thread.
I noticed that, I just wanted to know if he was pushing both map its a good map too that should be broadcasted in reach as well
Thanks again for the feedback guys. This map represents some of my best work from Reach, and being able to successfully bring it into H:4 makes me happy. Yup you're in the right place. You're talking about the green tunnel, under the Rocket Launcher right? The long sightlines in that area were intentional. I had placed the Sniper on the other side of the map, and while the area where it spawns can be a decent sniping spot, I wanted people to have to work to get to the best spot. This was designed to be on the steps next to the wall by each base. You've got good LOS on your base and down the tunnel there, but are still vulnerable to fire from Rocket spawn, your base, and the bridge. I took another look at the tunnel and added some details to the sides, as well as LOS blockers to the top. You're still pretty exposed traveling through that tunnel, so I switched the Rocks and Shotty. Rocks now spawn in the tunnel, Shotty now spawns in the green room directly above. I'm thinking this will help drive traffic to the area. I also added a small ramped platform to the middle of the ground floor. Hopefully this adds a bit of variety, problem is I'm flat out of blocks and almost out of bridges and walls, so my options are limited here. I'm working on updating the main post with a few more pictures, thanks again for the feedback. EDIT Main post updated with new pictures.