Concept art for current map I'm working on. Trying to recreate this scene: The general look I'm going for within each pavilion: Some call out structure ideas: I have the pavilions blocked out and put in a layout that may work well. Next I'll be filling in some terrain to segment the areas and create the sight lines. As of now it is not quite as vertical as I had hoped but I'm only about 3 hours in so far. Progress pics coming soon..
I've got a few lil layout sketches with just circles and boxes for pathing that don't do it justice. Working on a nicer layout in ai with height markers
Just wondering. If you get a clean draw up, I'd like to take a peak. Looking forward to seeing the map regardless!
Here is the layout I've got going so far. It will become more segmented once I add in the rock chunks and add structures. The intended flow is the red dotted lines. There is a drop down from Splinter Nades to Blue Spawn and from the Cage to the grassy area. Red does have some initial height advantage but I think I countered that by giving blue advantage in the teleporters' positions. The map will have a mythical/sci-fi feel so I think I'll stick with mostly Promethean weapons. Thinking Light Rifle, Incineration Canon (image says Hydra..I always confuse those name ), and Scatter Shot? I'm sure I'll pepper it with a few others but not sure what at the moment. This is all theory so feel free to rip it to shreds
Mmmm looks like Blue Spawn is at a elevation disadvantage right off the get go. A bunch of hurled grenades from Red at start will give a quick few kills.
I like this. That first image makes me wish we had Pterodactyls or at least those weird flying things on that one campaign level of Halo 5.
That won't be possible after the chunks for the cliff structuring are placed. The black areas I drew in the 2nd pic give a better idea of the segmentation (also look at the 1st pic in the op for an idea of how it should turn out in the end)
Finished up the layout and most of the structure. Only have to finish up one more pavilion structure and sight line blockers for cube room and Incineration Cannon pavilion. From there I'll toy with the spawn locations and add all the inv blockers, lighting, labels and some game type stuff. After that I can do a full aesthetic overhaul with trees and all the other fun frame rate objects. Played a single 4v4 match on it and noticed most play gravitated towards the cube room. Put down Invis to pull players towards the outer ring side of the map. From what I heard the weapon choice is good Light Rifle - Pad Incineration Cannon - Pad Needler Scattershot Brute Rifle Plasma Nades x2 Splinter Nades x2 Invisibility The cage has the Light Rifle pad in it. Gives decent sight lines but can easily be nade spammed The cube room. Not finished but already looking perdy. If scripting wasn't so skippy the cube would slowly rotate. One of the teleport shrines. Probably one of my favorite scenes from the map.