Tribus

Discussion in 'Halo and Forge Discussion' started by Overdoziz, Sep 27, 2011.

  1. Overdoziz

    Overdoziz Untitled
    Forge Critic Senior Member

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    Click here to download Tribus v2.


    The map is already fairly far in the building process, but I might as well make a preview topic about it anyway. The more feedback during this process the better.

    Anyway, this is version 2 of my new MLG map Tribus. It's a small to medium sized arena map and supports Slayer, 2-Flag CTF, Neutral Bomb Assault, King of the Hill, 3-Plot Territories and Oddball.
    The map is build with a circular motion in mind. You've got the middle structure and the hallway around it that will probably have the most traffic. Each side of the map also has a small tunnel (and larger area for orange and green side) to give the players more options to move around and to give them some more cover. So like I said, at each base there is a small tunnel leading to and from the middle area which is one of 4 ways to get into the base. The other three ways are by going off the ramps on either side of the base or the top middle area directly in front.
    Each base is positioned quite low in order to promote movement so people don't stick around and camp and their base. I've also put power weapons in the middle and on the sides for the same reason. The Rocket Launcher occupies the middle spawn, a Grenade Launchers spawns on Orange and Green side had an evade spawn.

    Full weapon list:
    6x DMR
    4x NR
    2x Plasma Pistol
    2x Grenade Launcher
    1x Rocket Launcher
    2x Plasma Grenade
    2x Frag Grenade

    Here are some picture to give you a better idea of what the map looks like:

    Red base:
    [​IMG]

    Blue base:
    [​IMG]

    Middle:
    [​IMG]

    Orange side:
    [​IMG]

    Green side:
    [​IMG]



    Click here to download Tribus v2.
     
  2. CyborgAnthro

    CyborgAnthro Forerunner

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    This map is tasty for many game types. I am just disappointed I never got to see the rocks. Seriously though, I like the LOS'es on the map, including the cover provided by the drop offs on the outsides of the map. It's a very no-nonsense arena that promotes constant movement. Although it's a simple MLG style layout, you've added some functional flair/cover to it as well. The pyramid cover in the bases is also a good idea.
     
  3. Overdoziz

    Overdoziz Untitled
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    You can see the rocks in a screenshot if you look carefully. :)
    They are slightly misplaced due to recent changes I've made, though. I should fix that.
     
  4. CyborgAnthro

    CyborgAnthro Forerunner

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    Oooooh... second pic, I see them now. Somehow I missed them in-game. It's not that I dislike them there, but if I were looking for things to eliminate for the sake of FR those would be the first to go. :D
     
  5. Overdoziz

    Overdoziz Untitled
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    Yeah, I'm probably going to remove them anyway. :p
     
  6. Frozenlynx

    Frozenlynx Forerunner

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    I like the way this map plays, yet I feel it lacks much personality. While everything is implemented nicely, nothing particularly stands out about the maps layout or design. There are just so many Warlock maps out there...sadly I have no actual suggestions or notes because like I said- everything works, but I wish there was more to it.
     
    #6 Frozenlynx, Sep 28, 2011
    Last edited: Sep 28, 2011
  7. Overdoziz

    Overdoziz Untitled
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    How is this map anything like Warlock?
     
  8. 4shot

    4shot Bloodgulch
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    The map is vaguely similar to Warlock, but not enough to where it needs to be mentioned. I'd actually say it's a bit more like Element than Warlock. At the same time, it changed enough things to where it's a totally different map.

    Like I said before, I couldn't give much feedback because your laggy host was screwing up the entire game, but of the little feedback I can give you, the map was too large for the way it was designed. It looks like it was clearly designed to be a fast-paced map, but it fails to capture a fast-paced gameplay style. It's really just a bad alternative to maps like Element, Warlock, Wizard, Derelict, Desolation, Zealot, etc.

    Might I suggest BTB?

    [​IMG]
     
  9. Nutduster

    Nutduster TCOJ
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    Having played it about eight times now, I don't think this map fails to be fast-paced. With DMR starts it plays plenty fast. The last standard slayer match I played on it (4v4, 50 kills) lasted just 7 minutes. It's a little roomier than Warlock, but I don't think it's bigger (or at least it doesn't feel any bigger) than Derelict or Zealot.

    That said, I do feel like the map could use some kind of wrinkle on its gameplay. I don't know what that is, but having tested it a bunch now, I feel it needs... something. The biggest issue for me is that gameplay around the outer ring is just not that interesting, especially in the "corners" between the four open areas, where you basically are on flat ground looking for people coming from one of two directions. This was most evident in KOTH when the hill was in one of those corners - basically your team just has to divide up and have two guys watching both approaches, and there's not much the other team can do except grenade spam and try to win the DMR battle. The middle is also so open that I never feel like risking my neck to go out there except when rockets are up (or for objectives, natch).

    This is a good start to a map but I'd love to see it evolve further, somehow. As it stands it's almost a little too simple in design.
     
    #9 Nutduster, Sep 28, 2011
    Last edited: Sep 28, 2011
  10. 4shot

    4shot Bloodgulch
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    I had a laggy 6-man FFA on it, which could explain why it was slow-paced. And a typical game on Warlock or Element lasts about 2-5 minutes if you know how to play the map.

    I guarantee you the map is larger than Zealot. Zealot isn't that large, and if you play a 4v4 on Zealot and immediately go to this, you'll notice the size difference right when the game starts.
     
  11. Overdoziz

    Overdoziz Untitled
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    Bitter tears. ;)

    Anyway, I was thinking about changing up the middle area to give people more reason to go there. And with that people will probably find each other easier which results in faster paced matches. I also may or may not open up the curved corners a bit. Add an extra passage from the corners to middle or something like that.

    I'll post some screenshots tomorrow if I manage to come up with something decent.
     
  12. Nutduster

    Nutduster TCOJ
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    I don't think it's much bigger than Zealot. It doesn't feel like it anyway. It's more open and the outer ring is wider than Zealot's comparatively narrow hallways, but in terms of overall size I doubt there's a huge difference. Maybe Overdoziz can measure it for us and give a definitive answer though.

    If anything, I think regardless of relative size, Zealot plays at the same speed because there's more to it - more levels and more segmenting. Bungie.net tells me that my last squad slayer game on Zealot took 8 minutes, which isn't appreciably faster-paced than a smaller 7 minute game on Tribus. A previous shotty/snipers game and an arena game, both to 50, took 6 minutes each. This all seems to be in the same ballpark - it's not like anybody's going to ever time out a 10 or 12 minute match on Tribus as happens near-constantly on Boardwalk and maps like that.
     
  13. Overdoziz

    Overdoziz Untitled
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    He played a 6 player FFA game on it, so I can't blame him for thinking it's slower paced than it actually is. We should play a 4v4 on it and see what you think about it, 4shot.
     
  14. Frozenlynx

    Frozenlynx Forerunner

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    I guess I just find most 4 sided sym maps (though warlock isn't quite the same on all sides..) with raised central platforms to be reminiscent of Warlock. Just throw in some teles :p
     
    #14 Frozenlynx, Sep 28, 2011
    Last edited: Sep 28, 2011
  15. Overdoziz

    Overdoziz Untitled
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    It's not a four-way symmetrical map, though. Also, the central area is a LOT different than the Warlock one. Seems a bit of a silly comparison.
     

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