WIP - 'Kelvin' new name, new color, better performance

Discussion in 'Halo and Forge Discussion' started by Jack Bell, Apr 18, 2016.

  1. Jack Bell

    Jack Bell Mythic

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    My newest map is a competitive inverse symmetrical map that is focused on Slayer, CTF, and Assault. I have lightened up the corners of the map since this footage because they were just a little too dark. I wanted to focus on elevation change and lateral movement flow.

    Add LoTuS to download and play.

    XBOXDVR footage of friends playing 3v3 BR starts (first game ever on the map) -
    http://xboxdvr.com/gamer/I LoTuS I/video/16736508

    INTRO GIF -
    [​IMG]

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    Attached Files:

    #1 Jack Bell, Apr 18, 2016
    Last edited: Aug 24, 2016
  2. Jack Bell

    Jack Bell Mythic

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    more images. Screenshot-Original-61.png Screenshot-Original-62.png Screenshot-Original-63.png Screenshot-Original-65.png Screenshot-Original-66.png
     
  3. Jack Bell

    Jack Bell Mythic

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    After some play testing in max extras lobby this map had a few framerate problems around middle and the rust color of the large middle atriums was too dark for most. I consulted my wife who has much better taste in color and settled on this new cyan color which helps the visibility a ton!

    GT = i LoTuS i

    Download Link

    New footage

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    AnonomissX, Erupt and TruncateComb6 like this.
  4. Chan

    Chan Ancient
    Senior Member

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    I got a chance to play this map. I had fun on it, but I can't say I really loved it or hated it. When you really think about the layout of the map, it seems to be just a bunch of straight parallel lanes.
     
  5. AnonomissX

    AnonomissX Ancient
    Senior Member

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    Your wife is correct ;)
     
  6. Jack Bell

    Jack Bell Mythic

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    After gathering good feedback from the Max extra lobby I changed the map significantly again.

    - New paths from the front base stairs down to bottom mid.
    - I also made the glass more opaque in the snipe nests
    - made the lifts easier to get into.
    - OBJECTIVES ONLY: New dynamic front door to the base with a toggle switch in each base. Can be open and closed at will. Flag and assault benefit from this change a ton!

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    Attached Files:

  7. Jack Bell

    Jack Bell Mythic

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    GIF of how the new doors work in objective game types now.

    [​IMG]


    NEW screens
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    #7 Jack Bell, May 2, 2016
    Last edited: May 2, 2016
  8. Jack Bell

    Jack Bell Mythic

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    It has been long while since I have updated this WIP thread. To be honest I started building other projects and this one needed some time so I could come back with an objective frame of mind and make the changes the map needed to succeed.

    I have altered the map flow so much from the previous posts its easier to show screens than talk.

    Heres a few bullet points:
    - Bottom mid has a much more breathable play space with two opposing stages that have new drop-downs from each teams nook.
    - The scripted doors have been simplified allowing the player to crouch/slide under one door. There is a switch bottom mid to open the doors, and a switch in each bases nook to open/close.
    - The switches also change the entire center hallway of the map.
    Example: When the doors are closed the center is very open but you have a jump up to the window on each side. when the doors open you get more cover in mid but lose the jump up. This allows for a very dynamic middle section of the map when either base/side of middle could be a different layout from the opposing.

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    I am nearing completion on this project since the play tests have been very positive on the latest version.
     

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