Jump to content

Recommended Posts

Map Name: PRESSURIZED by MiCkEy O rOuRkE
Game-types supported : FFA slayer, oddball, 4 team ctf + koth + slayer
Amount of players : 6-8 players

 

[url=http://s6.photobucket.com/user/mickey300386/media/pressurizedintro_zps61eae8e7.jpg.html]pressurizedintro_zps61eae8e7.jpg[/url]

 

 

 

http://www.youtube.com/watch?v=dVK70c9yRcg

 

DOWNLOAD HERE: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/a88d0405-cd67-475d-ae7c-ef5f2c8c9f23

 

Description: This is a medium sized map which works well for capture the flag and slayer, but also other game-types. Rapid close quarters combat with some great lines of fire from the high platforms, has great little jump spots to surprise foes and get to objectives. Its a symmetrical map like a reflection. My map got reviewed by a machinima affiliate GAME OVER STUDIOS back in November, I had 650 DOWNLOADS on my original file on my file-share when the episode was aired but I tweaked the spawn points and power weapons to make it flow better for competitive play so its been reset to zero.

 

[url=http://s6.photobucket.com/user/mickey300386/media/pressurizedredbase_zpsc519ea2c.png.html]pressurizedredbase_zpsc519ea2c.png[/url]

 

The red base and blue base are mirrored images of each other. The quickest way to move between each base is through the middle walkway. The red and blue team spawns are under the pipes where the light is. There is also a man cannon on top of red and blue base which throws the player on top of the green base. The blue and red flags are located above the spawn which can be accessed fro the ramp at the back of the base or by using the jumpspot from the top of the 1x1 block.

 

[url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgreenbase_zps8dfb5d3d.png.html]pressurizedgreenbase_zps8dfb5d3d.png[/url]

 

The green spawn points are on top of the green base and the green flag is located on the ground floor in front of the base. There is lots of cover on top of the base if the red or blue team want to use the man cannon and then move through cover around this side of the map. Through the shield door is a teleporter which connects to the teleporter above the gold base.

 

[url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgoldbase_zps1dcbc276.png.html]pressurizedgoldbase_zps1dcbc276.png[/url]

 

In the gold base the spawns are against the wall behind the pipe which leads up to the gold teleporter. The gold flag is located behind the pipe which slopes down then up again which players can use to run up to the upper middle section of the map. There are also gravity lifts at the corners where the blue base meets the gold base and the red base meets the gold base which leads up to the sniper rifle spawns. I have timed how long each spawn takes to get to these. The green team can use the teleporter to rush the sniper spawn as well.

 

[url=http://s6.photobucket.com/user/mickey300386/media/pressurizedbluesniper_zpsaafd1fa0.png.html]pressurizedbluesniper_zpsaafd1fa0.png[/url]

 

There is a scattershot located at the middle of the map which is equidistant from each spawn and on the opposite side of the middle area there is an oddball spawn.

 

[url=http://s6.photobucket.com/user/mickey300386/media/pressurizedscatter_zps722273fb.png.html]pressurizedscatter_zps722273fb.png[/url]

 

On the upper platform there is a random ordnance drop with power weapons in it and there is also a oddball spawn point. This area connects to all the bases with two walkways one to the red base and one to the blue base, but there is also a ramp on either side of the green base which can also be used to get up there.

 

[url=http://s6.photobucket.com/user/mickey300386/media/pressurizedweaponspawns_zps5d6f2cb6.jpg.html]pressurizedweaponspawns_zps5d6f2cb6.jpg[/url]

 

I could not get a proper overview photo because the map was made inside the big room inside the erosion but here are the weapon spawn locations. They are equidistant from all spawn points.

 

[url=http://s6.photobucket.com/user/mickey300386/media/pressurizedbluespawn_zps4b7d8c44.png.html]pressurizedbluespawn_zps4b7d8c44.png[/url]

 

[url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgoldteleport_zpsaf403e41.png.html]pressurizedgoldteleport_zpsaf403e41.png[/url]

 

[url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgreenteleport_zpse18aed63.png.html]pressurizedgreenteleport_zpse18aed63.png[/url]

 

A little video run through of the map

 

 

 

 

If anyone would like to help play test my map send me a friend request or if you need help play testing your own map send me a friend request/ game invite.

Link to comment
Share on other sites

:shok: Its beautiful...

 

I really like the looks of this map, I mean I can tell when someone took the time and effort to make a map and boy does this look like it. The bases remind me of a Halo Reach map on matchmaking, don't remember the name but it was inside the hanger on Forge World. As for the location, many people make Erosion maps on the outside of the building due to the larger work space, while you made it inside and actually seem to have made it work. The asthetics are pleasing from the screenshots you gave and many people like asthetics, it even gives a theme of some form of facility of sorts! As for any concerns, I worry about the snipers and scattershot being too favored towards specific teams considering the map setup, but this is purely speculation so I may be wrong. I'll give it a download and check it out, but I don't have enough players for the max count so I probably won't have gameplay to back up... :(

 

Anyways, good job and keep up the good work, I'll try to get back to you when I have looked about the map a bit. :thumbsup:

  • Like 1
Link to comment
Share on other sites

:shok: Its beautiful...

 

I really like the looks of this map, I mean I can tell when someone took the time and effort to make a map and boy does this look like it. The bases remind me of a Halo Reach map on matchmaking, don't remember the name but it was inside the hanger on Forge World. As for the location, many people make Erosion maps on the outside of the building due to the larger work space, while you made it inside and actually seem to have made it work. The asthetics are pleasing from the screenshots you gave and many people like asthetics, it even gives a theme of some form of facility of sorts! As for any concerns, I worry about the snipers and scattershot being too favored towards specific teams considering the map setup, but this is purely speculation so I may be wrong. I'll give it a download and check it out, but I don't have enough players for the max count so I probably won't have gameplay to back up... :(

 

Anyways, good job and keep up the good work, I'll try to get back to you when I have looked about the map a bit. :thumbsup:

 

It looks from the pictures that the weapons are closer but its takes about 7-8 seconds for each team to reach the sniper about 5-6 for the scattershot. Cant see well from pcitures but the green teams teleporter takes them up to the higher platform to the snipers as well. Thanks for showing some interest in my map dude. If u ever wanna have a game send me a friend request my gamertag is MiCkEy O rOuRkE

  • Like 1
Link to comment
Share on other sites

  • 1 month later...
Managed to go around in Forge and take a look at the map. I'm here with some feedback, as promised.

 

_____________________________

 

 

Unnecessary pieces: There are a lot of pieces that you placed when they shouldn't even be there at all. They end up impeding movement in your map. Some of these would be the 1x1 and 2x2 shorts and some of the crates.

 

Lack of Risk vs Reward: This map is lacking when it comes to risk vs reward. For example, you've placed the Sniper Rifle in a well protected and fairly elevated place. Players wouldn't be encouraged to move around the map because of this.

 

Dead space: There are many "dead" spots in this map. Players would only be in these areas when they spawn and then the area would be unexplored for the rest of the match. When building a map, each location should be explored by players in a game instead of being used only at the start. Dead space is never good in a map.

 

Flow: The map's flow is not very good. There are too many movement options everywhere.

 

______________________

 

That's all I got for now. There are other issues I can state but these are the most pressing to me.
  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...