[WIP] Gazebo - Breakout

Discussion in 'Halo and Forge Discussion' started by ToRn1ne, Jan 15, 2016.

  1. ToRn1ne

    ToRn1ne Mythic

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    Add me if you're interested in playtesting this map with me. I can't make the sessions usually scheduled here on the forums but could probably get an impromptu lobby going one day/night. I'd be also happy to play and give you feedback on your maps as well.

    Gamertag: ToRn1ne
    File Name: Gazebo V0.4
    Players: 4-8
    Primary Gametype: Breakout
    Supported Gametypes (currently): Breakout

    Description: 4v4 Breakout map designed with the goal of increasing vertical sight lines in a mid-to-close range environment while incorporating numerous opportunities for tactical movement via Spartan Abilities.

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    Long Description: Halo 5 introduced the new gametype Breakout to the matchmaking playlist and since beta I have been a fan of the mode. My goal with Gazebo was to create a vertical experience where controlling the high points of the map is difficult but rewarding while still providing a balanced experience. I also aimed to design the map with Halo 5's intended movement options to allow for quick vertical and horizontal movement over and around gaps rewarding players for key power plays on higher vantage points.

    This map features five distinct levels of verticality: a deep trench making the ground floor, the first level where players enter the stage, a second level where two opposing sides face each other, a third where two connected platforms hover above respective team yards, and the fourth being the top catwalk where the neutral flag resides.

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    The highest point on the map is central to the arena as it exerts the most power over the lower floors giving the controlling player the most strength, but leaving them very vulnerable to counter-attack from more protected mid-levels. The Neutral Flag was placed at this central height as I wanted the players to keep their attention upward, watching for opponents who may risk exposing themselves to rush for a flag capture. Placing the flag at the top of the map also works to achieve a sense in the player that they really had to work to earn the ability to carry it, and are rewarded with a quick stroll to the capture plate if the enemy isn't mindful of the flag.

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    Movement
    The movement options on the map create a high risk versus reward factor in gameplay as while players can quickly move up levels or cross gaps they leave themselves open to enemy fire. A skilled player mindful of the situation will be able to use the jumps in the map to their advantage to outwit their opponent and turn the tide of an encounter in their favor.

    Weapon Balance
    The weapons list is as follows:
    • x1 DMR
    • x1 Carbine
    • x1 Scattershot
    • x2 Assault Rifles
    • x2 Frag Grenades
    • x2 Plasma Grenades
    • x2 Splinter Grenades
    The DMR spawns on the Stage in front of the Warthog, an area physically detached from the upper levels of the map. This forces the player to take a risky jump or short run to cross the map and access the higher points. However, from the Stage with the DMR the player can exert some control over upper portions of the map by covering Bridge and the big door into House. The Carbine was chosen and placed at the lowest point in the map as an out for players who may find themselves trapped in Underbridge. The potent mid-range Carbine will give them a fighting chance on getting out of Trench, but those on the upper floors still hold a strong advantage. The Scattershot was chosen over the Shotgun for a close-range power weapon as its increased ranged offers some use outside the confines of House against opponents on the platforms or Top Catwalk.

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    Aesthetics
    The defined geometry of the map does most of the current visual work as the uniform lines extend upwards to create a greater sense of vertical reach the map has while maintaining an intimate close-to-mid range environment. The UNSC and Star decals denote clear sides of the map while A and B decals placed below the Top Catwalk help players to quickly distinguish Red and Blue bases, respectively.

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    Dark Green walls featuring a Light-Gray Blue trim work with the default fog of the Breakout Arena canvas to create a sense of cold hollowness to the map that make the verticality more imposing. Point lighting, along with a few Spots, were used to brighten the Stage side of the map to enhance the feeling of openness and freedom. This works great in contrast to House where solely Point lighting is used to make the dark visually more stunning and cause weapon glow and players to pop out against the backdrop.

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    The default white color of the lighting was kept to harshen the cold feeling the area puts onto players as they enter the more confined spaces of the map making the environment feel as if it is sterile. At the same time, the white light is used generously when exiting House to Bridge to give the players the feeling of freedom as they emerge onto the upper walkways of the map.

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    Feedback I'm looking for most
    This being my first Halo 5 Forge map I'm intending on completing in full I'll be fielding all feedback. In terms of personal experience when creating maps, I highly value comments and critique aimed at the map's visual appeal as currently I feel it is one of my weaker areas being new to lighting and personally tending to rely solely on geometry to tell a visual story.

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    Feedback on every other aspect of the map is highly valued too as there are some sight lines I'm concerned with, and my Forge history largely isn't with maps intending to be competitive. Bugs, glitches, and exploits are also welcome in feedback especially once I start integrating a more fully realized spawn system for additional gametypes.

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    Thank you for reading and considering my map, all feedback and help is welcome!

    Gazebo Screenshot Album
     

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