Treatment

Discussion in 'Halo and Forge Discussion' started by Nutduster, Dec 28, 2010.

  1. Nutduster

    Nutduster TCOJ
    Senior Member

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    This is a preview of my newest map, which is going to need testers soon (probably looking at Wednesday or Thursday evening). Treatment is an enclosed, asymmetric map set in a water treatment facility. It's hard to compare it to any particular Bungie maps because I don't think it really plays like anything else, though the general rooms-and-tunnels design might bring to mind classics like Chill Out (Cold Storage) and Damnation, and the layout bears some small resemblance to Anchor 9.

    Floor plan (with key items and locations marked)

    [​IMG]

    Screenshots

    Offensive base (green room)
    [​IMG]

    Defensive base (pillar room)
    [​IMG]

    Lower level "water closet," looking at sword spawn
    [​IMG]

    Radiation tunnel (not a playable area)
    [​IMG]

    Windows and tunnels above pillar room
    [​IMG]

    Elevator (with drop hole) from lower level to outside green room
    [​IMG]

    Water tanks (top mid)
    [​IMG]

    Overshield bridge
    [​IMG]

    View from inside green room
    [​IMG]
     
  2. SecretSchnitzel

    SecretSchnitzel Donald Trump
    Forge Critic Senior Member

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    Dude, I loved playing on it. Probably gonna have to drop the lights though... There are some hefty FR spikes when in a full 4v4 lobby. :(
    Regardless, beautiful map and was a blast to play on.
     
  3. Nutduster

    Nutduster TCOJ
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    I may do that - we'll see how it goes in more tests. When we played it yesterday I was only getting regular ol' lag, no frame rate stuff, but other people may have had issues. The orange light would be easily ditchable, but I think I'll shed a few tears if I have to jettison that green light. :(
     
  4. CyborgAnthro

    CyborgAnthro Forerunner

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    Looks nice. I especially like the aesthetic of the elevator you used (screen 6). The radiation tunnel also looks like a cool touch. I've always like having those untraversable sight lines that prevent you from chasing someone but allow a distraction duel until your teammate comes along to flank them. I agree with Schnitzel about the lights, and they don't seem to have much of an effect where they are anyways. My only complaint so far is the top mid area looks a little bland compared to the rest of the map. I'm not sure how you are on budget but that area could use some color or detailing.
     
  5. Nutduster

    Nutduster TCOJ
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    Thanks for the comments! In answer to your question, I am flat broke - out of both objects in most key categories and budget dollars. Deleting a light or two may help with one but not the other. I agree that area could stand a little more color though. There is more than you see in that screen - on either side of the water tanks there's an elevated platform with yellow or purple edges, and a large platform embedded into the back wall. So it's a little more colorful from some angles than others, basically.

    [br][/br]
    Edited by merge:


    Update: I ditched the orange light (keeping the green for now) and removed a couple of decorative pieces from the most open areas that weren't serving much purpose. Hopefully that will help with any frame rate problems. I'm going to try to get a real test in tonight if I have the free time.
     
    #5 Nutduster, Dec 30, 2010
    Last edited: Dec 30, 2010

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