[WIP] ODA-241 (Updated 1/30/2017)

Discussion in 'Halo and Forge Discussion' started by The Grim Dealer, Dec 25, 2016.

  1. The Grim Dealer

    The Grim Dealer Forerunner
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    ODA-241(renamed to Epirus) is an asymmetric 4v4 arena set on an Orbital Defense Platform. Map Link

    This map has been in development for some time now, so I wouldn't be surprised if a few of you are already familiar with it.

    I got the inspiration for this map after playing some Quake Live all the way back in April of this year. One map that I particularly enjoyed was Furious Heights, which had a lot of great verticle engagements throughout the map. I wanted to try to make something similar, but not stray too far from what you would expect from a Halo map.

    -Raised Blue Deck a bit to make it more clear that it can't be clambered
    -Replaced the Teleporter with a Grav Lift that send players from Bottom Mid straight into Long Hall

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    - Changed map name to Epirus
    - Scaled down Blue Courtyard to make interactions in the area a bit tighter as well as close some sightlines
    - Added a raised platform in Long Hall to close up the bottom level of the room a bit as well as add a new control point to the area
    - Changed Stronghold locations to Red Elbow, Blue Courtyard, and Junction
    - Removed Active Camo
    - Interactive door at Junction will now always be open for Strongholds

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    - Moved Stronghold locations back to Long Hall, Red Room, and Blue deck
    - Adjusted line of sight/pathing between Red and Blue sides for better Stronghold interaction
    - Removed OS
    - Sniper now spawns in bottom mid
    - Rockets now spawn in junction
    - Restricted lines of sight in some areas for better survivability and spawn quality
    - Adjusted respawns to improve spawn quality

    Here you'll see the first version of the blockout; Heights 0.1.0

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    This version was certainly the most Quake-like, however, it was very unfocused and was over scaled.


    Here is version 0.1.2.

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    At this point, the map was starting to shape into what it is today. DOOM 4 had just released, so I was heavily inspired by the industrial aesthetic of the UAC facility and wanted to adapt it for this map.


    Here is version 0.1.4

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    This version was very polarizing, people either loved it or hated it. I was personally satisfied with the layout at the time, however, there were still some issues that needed addressing. This is also where I decided to use the Orbital Defense Platform aesthetic.

    Now for the current version; ODA-241 V2

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    In this version, I completely changed the focus from cross-map engagements to more CQC oriented gameplay, while still keeping a bit of the cross-map firefights the map originally had. I also managed to add some more verticality to the map, which was one thing that I felt was lacking in most of the previous versions.

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    The weapon set on this version is as follows:
    2 Battle Rifles (one per team)
    2 Brute Plasma Rilfes (one in Junction and one in Long Hall)
    2 SMGs (one on Red Platform and one on Blue Platform)
    1 Plasma Pistol (located on the center catwalk)
    1 Sniper Rifle (located in Junction, excluded in Strongholds)
    1 Rocket Launcher (located in Long Hall, excluded in Strongholds)
    1 Overshield (located under the center catwalk, excluded in Strongholds)
    1 Railgun (located in Long Hall, only spawns in Strongholds)

    If any of you happen to give the map a try, please feel free to give me your feedback.
     
    #1 The Grim Dealer, Dec 25, 2016
    Last edited: Feb 4, 2017
  2. DC Valorstrike

    DC Valorstrike Forerunner
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    Thanks for posting in TGC! Here is the feedback from my lobby

    >Stronghold placement was liked from all players and was concrete

    >Certain engagements in bottom mid would leave players hoping there was more cover in that certain area

    >The clamber areas and different elevations of the map were well constructed and thoughtful. Many found this to be a solid and fun arena map to play on

    >I personally believe the map could use a few more aesthetical additions to set the map from similar looking forge maps and further improve a unique identity for the map itself.
     
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  3. The Grim Dealer

    The Grim Dealer Forerunner
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    Thanks for the feedback.
     
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  4. DC Valorstrike

    DC Valorstrike Forerunner
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    You're welcome, thanks for posting!
     
  5. The Grim Dealer

    The Grim Dealer Forerunner
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    Map Update 1/18/2017

    - Map name changed to Epirus
    - Scaled down Blue Courtyard to make interactions in the area a bit tighter as well as close some sightlines
    - Added a raised platform in Long Hall to close up the bottom level of the room a bit as well as add a new control point to the area
    - Changed Stronghold locations to Red Elbow, Blue Courtyard, and Junction
    - Removed Active Camo
    - Interactive door at Junction will now always be open for Strongholds

    [​IMG]

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    #5 The Grim Dealer, Jan 18, 2017
    Last edited: Jan 18, 2017
    DC Valorstrike likes this.
  6. The Grim Dealer

    The Grim Dealer Forerunner
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    Map Update 1/30/2017

    - Moved Stronghold locations back to Long Hall, Red Room, and Blue deck
    - Adjusted line of sight/pathing between Red and Blue sides for better Stronghold interaction
    - Removed OS
    - Sniper now spawns in bottom mid
    - Rockets now spawn in junction
    - Restricted lines of sight in some areas for better survivability and spawn quality
    - Adjusted respawns to improve spawn quality
     

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