[WIP] Solitude

Discussion in 'Halo and Forge Discussion' started by Max Extra, Mar 9, 2016.

  1. Max Extra

    Max Extra Forged Friday Founder
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    Solitude is a Big team battle isolation inspired map. I tried to take aspects that made isolation what it was and add my own flare to it and make it my own.

    Each base while 90% underground also now features an above ground platform and with a lift that launches players to the middle bridge. At the base of this raised platform is a teleporter that brings players to the top of Yellow lift, this is also the location of the banshee. The other 5% that isnt below ground is at ground level where each team has a BR, Hydra, Warthog, and mongoose. Team members can make there way underground to a tunnel that will lead them to the rocket spawn and the basement. Additionally located in the lower base is the Isolation style windows that allow you to shoot base to base over the middle basement area. In Strongholds one of the locations is between this point. Leaving this room leads you to the back alley for each base and a speed boost that loops back up to the raised platform for each base holding the sniper rifle and the lift. On your way teams can find a light rifle in the alleys.

    The center structure between the teams stretches from Green slide to Yellow lift. Green team will spawn on the Skylight side of the map that is modeled after Isolation's Sphincter drop down location and the shot gun. infront of them lies three mohawks on a bridge that stretch over Over shield to a centeral neutral base that houses 2 lifts from basement and a drop down directly above rocket spawn. In the back of the middle base at the top of the lift lies Yellow base. Yellow base is home to the teleporter receivers, yellow lift, banshee, and a drop down to the ghost in basement. This location is a crucial location to hold for most objective game types, but keep in mind that teams moving through the basement can circumnavigate your lines of sight so stay on the move.

    Basement runs through the middle of the map accessible from a tunnel entrance from either base along the cave wall opposite the skylight. Additionally each team has access to basement via a hallway in their lower base. Players can also choose to access the basement via the Sphincter at green slide, middle bases rocket drop, the ghost drop, or a drop located outside each base on ground level. Basement is key to moving around the map in order to flank or move without being picked off by those who control mid base. Basement is home to a neutral ghost and gungoose, along with rockets and the base of yellow lift.

    Please leave comments below as to thoughts about the map and suggested changes. After one more play session ill be making it into a map thread so please dont forget to rate and review when that happens!
     

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    #1 Max Extra, Mar 9, 2016
    Last edited: Mar 14, 2016
  2. Pat Sounds

    Pat Sounds Legendary
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    After playing this again last night, I think the changes you made to the strongholds locations were huge improvements. Now the map plays more evenly, with players forced to spend time both above and below ground.

    The only change I would suggest is to add more lighting to the lower level. It's a little bit hard to see in a few parts. You could even just throw in a few low level ambient lights to bring up the shadows if you don't wanna mess with the lighting you have in place.

    All in all, it's coming along nicely. Good map!
     
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  3. Max Extra

    Max Extra Forged Friday Founder
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    I've added a bunch of info for the map now, took me about a week to do it but this map thread is up to date now. Please feel free to leave some feed back on it.
     
  4. Merder Smerf

    Merder Smerf UCC:Forge

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    Played assault tonight. As mentioned in the lobby I would like to see a little bit more detail at ground level particularly in the area under the bridge and extending to the bases- so I guess bottom mid?...

    Anyway I don't think you need to go nuts especially because I don't think you want too much segmentation else you split the teams up too much. It's mostly that is just like a little bit more interest down there, a little bit of detail. And aside from that a few small cover items so you aren't constantly trading down there.

    I also think you could use a touch more lighting in the top area under banshee spawn by the lifts.

    Beyond that I thought it played great. The pace was nice for BTB. I had a lot of good fights that didn't start from 7 miles away. This is a really solid map. I still need to play strongholds I haven't since the first testing night.
     
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