WIP Kingfisher

Discussion in 'Halo and Forge Discussion' started by Chronmeister, Mar 23, 2016.

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  1. Chronmeister

    Chronmeister Blockhead
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    This area of Alpine has been calling to me for a while now, but after a few attempts at trying to blend in with the terrain around the river, I gave it up for a while. Earlier this week I started on it again and I think this is as good as I can do with the area. I can tell you that the ghost is going to completely shred in this map. I am placing one on each end of the river. The amount of airtime you can get with some of the jumps is pretty sweet and cutting through the rolling hills is a blast on its own. I think vehicles are going to be pretty overpowered on this map, but there are quite a few escape options available in most areas so hopefully things wont get too irritating. As is, the map supports Slayer and Strongholds. I'm not sure if adding flag is a good idea unless they add one flag, in which case, I think an upriver battle might be pretty sweet. Overall, I'm pretty happy with how its turning out. I hope to get in some BTB lobbies soon to gather some gameplay footage and hopefully work any kinks out.

    Pics...
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    Current Power Weapons: Binary, Fuel Rod, Overshield


    The map is playable (Slayer, Strongholds) so if anyone gets a chance to test it, feel free to leave me some feedback.
    Map:Kingfisher
    GT:Chronmeister
     
  2. MultiLockOn

    MultiLockOn Ancient
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    Love the name!
     
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  3. Chronmeister

    Chronmeister Blockhead
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    I actually built the map after I named it.
     
  4. Zandril

    Zandril Promethean
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    I would've named it Au Naturale
     
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  5. PharmaGangsta1

    PharmaGangsta1 Dr. Deathpit
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    Noice! Lovin' the only natural objects theme
     
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  6. VwS Executioner

    VwS Executioner Sweaty Online Warrior
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    Why kingfisher?
    I don't see any fish spots where a king fisher can't hunt and kill fish also I don't think they're a alpine bird :0
     
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  7. Chronmeister

    Chronmeister Blockhead
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    You will fly like a bird on this map. There are plenty of fishing spots. ;)
     
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  8. VwS Executioner

    VwS Executioner Sweaty Online Warrior
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    I'm gonna guess you mean it's easy to bottom feed and get kills because that's all I got from the quote
     
  9. Chronmeister

    Chronmeister Blockhead
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    I'm not sure how easy it will be to bottom feed, but I'm sure it will happen a bit. To understand what I mean about flying, you are going to have to drive around the map on the ghost for a bit. You can launch yourself from the highest ridge on the upper river valley, all the way down to the lower river. I envision getting some crazy splatters in this area, but I havent tested it yet so I cant really say what is going to happen. I hope you are trolling about the name because I really like it and actually picked it out before designing the map.
     
  10. theUSpopulation

    theUSpopulation Ancient
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    Looking good. 100% natural terrain can be tricky sometimes.
     
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  11. Chronmeister

    Chronmeister Blockhead
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    Yeah, getting the terrain to blend around the areas where the river changes elevation was a challenge. My take from the match that I played today on it today is that I may need to add some sort of visual ques other than the natural terrain. I'm not really sure how to make that look right though. I think the only thing that might fit the theme would be some sort of log cabins or ranger stations.
     
  12. theUSpopulation

    theUSpopulation Ancient
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    How about a forest fire? If you want something natural that is.
     
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  13. Xandrith

    Xandrith Promethean
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    Hey man, I took a look around with Multi on this map for a while, and let me just say that I really think you are improving immensely with every new map. With that being said, we had a few issues with the map that I think would be very easy fixes.

    To start, this invisible blocker is really odd.
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    I think you should just remove it and have a 10 second boundary behind where Multi is standing.

    Secondly, multi pointed out a few areas you could pretty easily tell what rocks were being used, and with Halo 5's improved natural terrain options it's pretty easy to negate that "forgy" look. Here is the main area he was talking about.
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    Lastly, I think some of the pathing could be a bit more spacious for warthog driving. I'm no expert on vehicle combat, but it just seemed a little bumpy and tight in some areas. Here's an example.
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    Overall, I think this is an awesome creation. I really appreciate how much overlap and verticality the map has, especially for BTB. If you ever need a tester, be sure to throw me an invite;)
     
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  14. Chronmeister

    Chronmeister Blockhead
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    Great suggestions. Thanks for taking a look. :) I'll do some more work on it today. Do you think the invisible barriers on the ground should be redone as well in that spot bc right now, the reason I have it there is to make the river look like its coming out of the lake below the waterfall? I think you are right about the vertical one, but the one on the ground keeps the vehicles from getting stuck on the rocks. If you think I should just rework the rocks, I may be able to do that too, but I kinda like the appearance it gives right now. The other changes will be very easy.
    I really like getting feedback like this and I wish more people did the same. Its hard to know who will take it the right way, so I'm kinda sheepish about doing it myself, but I probably should start.
     
    #14 Chronmeister, Mar 25, 2016
    Last edited: Mar 25, 2016
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  15. Dunco

    Dunco Troll Whisperer
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    I think you should attempt a beaver damn here. It would give somewhat of a boundary appearance and you could keep the waterfall backdrop. Also would provide a callout for that area.
     
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  16. Xandrith

    Xandrith Promethean
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    It's not hard to give feedback without being a ****. Just try it:cool:
     
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  17. Pat Sounds

    Pat Sounds Legendary
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    This looks awesome man. I'll have to give it a deeper look when I can get back in Forge so unfortunately I don't really have anything constructive to say yet, except that it looks very convincing from the photos you've posted. I love seeing an entirely terrain-based map like this. Looking forward to getting a game on it sometime!

    +1 for the name too, well done
     
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  18. Chronmeister

    Chronmeister Blockhead
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  19. Chronmeister

    Chronmeister Blockhead
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    I've been working on the map quite a bit this week, but progress has been pretty slow BC I have had a hard time figuring out how to implement structures without sacrificing my pathing. I added massive forerunner towers to each end of the river along with a small intermediate base for each team. There will be teleporters added from bases to mid bases in clockwise rotation. I'll add some pics after I clean the map up, but if anyone has time to take a peek and tell me if I pulled off the forunner look, it would be appreciated. The map is called Rework temporarily and is in my files.
     
  20. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    This map has so much promise, good job buddy
     
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