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silentshadowxp

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About silentshadowxp

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  1. Sigma This training facility was once the cause of an intergalactic war. By: silentshadowxp Sigma is a medium-sized, symmetrical map created with slayer in mind, but is also set up with CTF, KOTH, and Oddball. It supports 2v2, 4v4, and FFA gameplay. The name Sigma was chosen due to it's mathematical relation to sums, because the map is a sum of my favorite aspects of past Halo maps. The main maps that Sigma draws inspiration from are Guardian, The Pit, and Boundless, though several other maps also played a part in the evolution of the map. I initially chose Impact as the map to forge on for aesthetic reasons, but I am happy for doing so due to the unique forge pieces that lend well to the map. The map has two levels, with a third being created by the top of the bases and the sniper towers. The bases have three levels, and are a mix of the sniper and gold bases on Guardian, as well as the bases from Boundless. Both have "elbow" routes that lead to the bottom center. The center of the map has two levels, and are also very reminiscent of the center of Guardian. The location and structure of the sniper towers are based on the sniper towers from The Pit. The green walkway is based off of the sword spawn on both The Pit and construct. I also included several tactical jumps across the map to help get from one location to another (as well as a couple secret but very exposed paths). I set initial ordinance to respawn, because I don't agree with having random ordinance. Just off spawn, you are greeted by the opposing team's fire as you both fight for control of the incineration cannon in the bottom center of the map. There are also two beam rifles, a hammer, and a sticky detonator. Also on the map are four light rifles as regular weapons (so the screen isn't flooded with ordinance icons), as well as two pairs of pulse grenades and a pair of sticky grenades. Two trait zones were used to balance the jetpack. One was used as an invisible ceiling, and the other to drain shields on a certain structure as a deterrent to keep players off of it. I also decided against soft kill areas because I feel as though the "return to battlefield" message breaks the player's immersion with the game. As such, I blocked off any areas I didn't want players to go to, and used a hard safe zone to keep people from trying to escape the map. Screenshots: Overhead View Blue Base Back Green Walkway Red Sniper Back Red Base Front Incineration Rush Red Sniper Bottom Mid I am looking for feedback on the map. Slayer feedback would be nice, but I'd also really love some feedback on CTF, KOTH, and Oddball because I haven't had much of an opportunity to test those. Feedback I would like- Gametype: Player Count: Team Size: What you liked: What you didn't like: What you would change:
  2. Sigma This training facility was once the cause of an intergalactic war. By: silentshadowxp Sigma is a medium-sized, symmetrical map created with slayer in mind, but is also set up with CTF, KOTH, and Oddball. It supports 2v2, 4v4, and FFA gameplay. The name Sigma was chosen due to it's mathematical relation to sums, because the map is a sum of my favorite aspects of past Halo maps. The main maps that Sigma draws inspiration from are Guardian, The Pit, and Boundless, though several other maps also played a part in the evolution of the map. I initially chose Impact as the map to forge on for aesthetic reasons, but I am happy for doing so due to the unique forge pieces that lend well to the map. The map has two levels, with a third being created by the top of the bases and the sniper towers. The bases have three levels, and are a mix of the sniper and gold bases on Guardian, as well as the bases from Boundless. Both have "elbow" routes that lead to the bottom center. The center of the map has two levels, and are also very reminiscent of the center of Guardian. The location and structure of the sniper towers are based on the sniper towers from The Pit. The green walkway is based off of the sword spawn on both The Pit and construct. I also included several tactical jumps across the map to help get from one location to another (as well as a couple secret but very exposed paths). I set initial ordinance to respawn, because I don't agree with having random ordinance. Just off spawn, you are greeted by the opposing team's fire as you both fight for control of the incineration cannon in the bottom center of the map. There are also two beam rifles, a hammer, and a sticky detonator. Also on the map are four light rifles as regular weapons (so the screen isn't flooded with ordinance icons), as well as two pairs of pulse grenades and a pair of sticky grenades. Two trait zones were used to balance the jetpack. One was used as an invisible ceiling, and the other to drain shields on a certain structure as a deterrent to keep players off of it. I also decided against soft kill areas because I feel as though the "return to battlefield" message breaks the player's immersion with the game. As such, I blocked off any areas I didn't want players to go to, and used a hard safe zone to keep people from trying to escape the map. Screenshots: Overhead View Blue Base Back Green Walkway Red Sniper Back Red Base Front Incineration Rush Red Sniper Bottom Mid I am looking for feedback on the map. Slayer feedback would be nice, but I'd also really love some feedback on CTF, KOTH, and Oddball because I haven't had much of an opportunity to test those. Feedback I would like- Gametype: Player Count: Team Size: What you liked: What you didn't like: What you would change:
  3. Map Name: Sigma File Share Gamertag: silentshadowxp Canvas Map: Impact Supported Game Types: Slayer, Regicide, CTF, King of the Hill, Oddball Best Game Types: Slayer Intended Team Sizes(s): FFA, 2, 4 Initial Ordnance: Incineration Cannon, 2 Beam Rifles, Hammer, Sticky Detonator (all set to respawn) Random Ordnance: None Weapons on Map: 4 Light Rifles, 4 Pulse Grenades, 2 Plasma Grenades Armor Abilities/Powerups on map: None Supported Vehicles: None Budget: 7100/10000 Screenshots: Blue Base Back Green Walkway Red Sniper Back Red Base Front Incineration Rush Red Sniper Bottom Mid Map Description: This training facility was once the cause of an intergalactic war. Trait zones: I used one trait zone to create an invisible ceiling for the map, and I used another than drains shields on a certain structure to prevent players from wanting to camp on it. Additional Info: Work on this map actually started back during Halo 3, before Reach was even released, though more in concept than anything else due to the limited capabilities of Halo 3's forge. I rebuilt it, and finalized most of the layout in Halo Reach, but I was never happy with it due to the screen lag caused by the location I forged it it. In Halo 4, I re-rebuilt it, with the main changes being caused by Impact's forge pieces. The name Sigma was chosen due to it's mathematical relation to summations. The map is the sum of many elements from past Halo maps that I loved. The main maps that I took the most from were The Pit, Guardian, and Boundless, though I pulled inspiration from many other maps as well. The reason that I chose Impact was mostly an aesthetic choice. However, this allowed me to take advantage of the map's unique forge pieces, which helped evolve the map to where it is now. Looking back on it, the map would have been completely different if it were forged anywhere else. I designed the map around slayer, and my experiences with the gametype in past Halo maps. However, I also set it up with CTF, KotH, and Oddball (my three favorite objective gametypes). It was also built around 4v4 team play, though I have found that FFA and 2v2 can be quite fun on the map. The initial ordinance is set up similar to The Pit's power weapons, but I changed it up a bit. There is an incineration cannon directly in front of innitial spawn points, and I used it to create a fun beginning battle, simiar to The Pit's rush for rockets. Instead of a sword, I chose to use the hammer, since it hasn't been featured on many (if any) Halo 4 maps (as well as my group of friends' tendency to scream "PIMP CANE!" anytime it's on the map. Instead of sniper rifles, I used beam rifles, due to a personal preference. I also added a sticky detonator, due to it being my favorite new weapon in Halo 4. Instead of having random ordinance, I decided to have the initial ordinance simply respawn. This is mainly because I prefer the old way weapons spawned. I also added a few light rifles to the map as actual weapons in order to prevent the screen from becoming flooded with ordinance icons. I considered placing an overshield on the map, but decided that it didn't work well. I had also considered a Banshee, but decided against it. The description of the map stems from a joke between a friend and I. He fired a blast from the incineration cannon into the sky, and I joked that that it would be funny if we were the accidental cause of the covenant war. Because of this joke, I felt it would be fun to tie that into the map in some form or another. Trait zones were used in order to balance the jetpack. There was one location that I didn't want jetpackers to reach, so I caused it to drain shields as a deterrent. I also used it to create an invisible ceiling to prevent players from using the jetpack in conjunction with the man cannons to launch themselves higher than should be allowed. I also decided not to use soft killzones, because I feel as though they detract from the gameplay experience. In short, it's a fun and simple symmetrical map that works well with multiple gametypes and team sizes.
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