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the octagon


xtoungexlovex

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Requiem ( formally the octogon)

 

 

The Octogon v4 10/29/2013

 

after a complete redesign and countless hours of building and tweaking iv finally completed my latest version

 

 

 

Overveiw:

U1LiXuS.jpg

 

 

up-scaled middle of map. Ramps provide cover

xuxZo42.jpg

 

 

flow is much better and cover is multi-functional (no lazy cover)

H65nzgv.jpg

 

front of bases is now connected to bottom mid instaid of being just a wall

xx37Jj4.jpg

 

outer perimeter has been fully redesigned.

FdDmmDy.jpg

 

view down base ramp

OgixEI8.jpg

 

green gold and top mid are main power positions. grav-lift can counter

6fDbgFv.jpg

 

lift under green and gold

IgYeHda.jpg

 

bottom mid

6NIN1aj.jpg

 

 

 

 

 

 

added ricochet!!! set one mancannon on the right of red and blue base respectively to reco_delete to make defending a bit easier and have the goal to right of sniper nest stairs so if they make it to the other cannon theres a chance defenders can stop them and so its not too easy to make thrown goals.

Map:http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/5798cda7-1e5b-4cfc-9274-4d63c6687e5a

 

blue base goal

wmrrutW.jpg

red base goal (to avoid confusion)

kg4TUV6.jpg

1st 2nd and 3rd ball spawns

GdKJNwZ.jpg

4th and 5th at green and yellow bases

 

 

qFvonJT.jpg

 

 

 

 

Updated

9/4/13

minor touch ups

 

fixed issues zandril and choot 'em were kind enough to address Thank you again both of you I've taken your suggestions zandril and spent the last 2 nights tweaking and improving on my design. I'm very lucky to have both of your help. I've completely redesigned bottom mid as it was far to cramped and opened it alot I gave the ramps 3 degrees less of a slope which defiantly makes a difference and alien for better movement also I changed up the lift pads because of the way landing pads are not smooth when walked over and also added more jumps to improve flow. Then completely redid the spawn zones to make every spawn point have an equal chance of being used as long as no ones in the zones. As well as many more minor adjustments and weapon placement. The map now flows great in my opinion and I can't wait to hear feedback and hope to play test soon.

 

Map v3: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/4c7dad96-e563-4755-87c0-d8c11de87216

 

 

 

overview

64m7cvW.jpg

 

 

base ramps

 

 

gF7nXap.jpg

 

 

cover/improved jumps

opxVAuh.jpg

 

 

decreased slope and middle

c2tI7Od.jpg

redesigned bottom mid

9EtRCqA.jpg

can crouch jump up from ground

dMeS5nb.jpg

improved man cannon pads

mV2rjbj.jpg

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True thanks for taking a look I'll get right on that

 

The octagon is a reimagination of a map I made from scratch back in reach. I originally had it in the Colosseum of forge world and had a much simpler design. In bringing it to halo 4 I attempted to stay true to the original but decided to open it up to jetpack play and provided many jumps to allow those without to keep up. The spawning for the map has had a great deal of thought put in it. With many spawn zones I had to test myself with multiple controllers tho iv yet to get a chance to play test with larger parties than a couple ppl split screen. Id love to try CTF or multi team tho a 4v4 or even flood would be interesting. It has a lot in common with foundation but I went for exact 4way symmetry except I decided to have a two way symmetrical weapon placement. The map has multiple routes with three different levels in the middle and man cannons similar to abandon on the outer perimiter.

Weapons:

Br x4

Dmr x2

Magnum x4

Sniper rifle x1

Shotgun with no spare clips x2

Mounted MG x 4

*** x8

Lr x2

Energy sword x1

Plasma granade x4

 

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/1aafcdd3-b475-4341-a867-64967366a6d9/legendary%20slayer?display=True&type=ImageView of ramps

SEPThttp://www.halowaypoint.com/en-us/games/halo4/fileshare/download/1aafcdd3-b475-4341-a867-64967366a6d9/legendary%20slayer?display=True&type=Image some l

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/447f7de0-bf2a-465b-afee-8bda8bd3091a/legendary%20slayer?display=True&type=Image

 

Bottom mid

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/25fef52c-5a60-4fdf-aa61-306235f69101/legendary%20slayer?display=True&type=Image

 

Mid 2

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/64bfe05b-f77c-4c33-a802-6d533d460c3f/legendary%20slayer?display=True&type=Image

 

Drop to bottom mid

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/61644a45-39b6-4a33-8345-1788ceddbdbf/legendary%20slayer?display=True&type=Image

 

Initial red spawn

 

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/0f4c8381-f0f5-498d-a3aa-80cba178f58d/legendary%20slayer?display=True&type=Imagehttp://www.halowaypoint.com/en-us/games/halo4/fileshare/download/d5fd0814-274d-498f-8380-3c6127c13ec1/legendary%20slayer?display=True&type=Image

Initial red spawn

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/1aafcdd3-b475-4341-a867-64967366a6d9/legendary%20slayer?display=True&type=Image

 

 

 

 

 

 

 

Long sightlines

 

Had a lot of difficulty posting images with my phone sorry about any confusion lol

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Xtounge, you're lucky that Choot 'Em was nice enough to embed your images for you. I suggest doing this yourself for any of your future map posts.

 

Anyway, I see some issues with the map from looking at the screenshots.

 

- Oversteep ramp: In the 2nd picture, that ramp is too steep. I suggest that you don't use those 2x2 steeps as an incline in a competitive map. A lot of people resort to using them as walls or flooring. But not as an actual ramp. Personally, I use the Ramp XL, Stunt, and 2x2 for my ramp ups.

 

- Low roof: In the 3rd screenshot, that ceiling is too low. You never want players hitting their heads when they jump.

 

- Lazy/sloppy forging: As seen in the 4th and 5th screenshots, you left a bunch of holes/openings uncovered. This is quite sloppy and I suggest covering these up.

 

That's all I got from looking at the pictures but if I get the chance to download the map, I'll let you know what else I find.

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Thanks alot choot 'em!! I owe you one. As if you can't tell im new to this. How to u get them to embed like that

 

And zandril I defiantly agree with the over steep ramps I hate the way you can't jump while walking up them I'll for sure do something about that tho I may need to do a lot of rescaling tho I like the way the ramps are in the middle tho they create nice lines of sight

 

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/71a9e48d-faad-4339-b6a1-a77b37ede8c6/infinity%20rumble?display=True&type=Image

 

And I have the low ceiling so you can jump up under the ramps but i could raise everything up and put platforms instaid but im starting to think id be better off starting over

 

and as for the holes i will cover them up and fix any problems you come across

 

I can't thank you enough for taking the time to examine these pictures that choot 'em was kind enough to embed for me and give me the constructive criticism I need to improve this map and the fact that you took the time to do so motivates me to do what I need to do for the hope that this map will make it somewhere .

 

If either of u need a play tester send me a fr at xtoungexlovex

 

More screens

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/ce27b7b0-0476-41d6-8a0e-b9f9567d74f8/infinity%20rumble?display=True&type=Image

 

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/00e7a569-1680-4881-b69f-e847bb0414d4/infinity%20rumble?display=True&type=Image

 

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/35948133-bfca-4053-a166-afef124b6817/infinity%20rumble?display=True&type=Image

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Thanks alot choot 'em!! I owe you one. As if you can't tell im new to this. How to u get them to embed like that

 

And zandril I defiantly agree with the over steep ramps I hate the way you can't jump while walking up them I'll for sure do something about that tho I may need to do a lot of rescaling tho I like the way the ramps are in the middle tho they create nice lines of sight

 

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/71a9e48d-faad-4339-b6a1-a77b37ede8c6/infinity%20rumble?display=True&type=Image

 

And I have the low ceiling so you can jump up under the ramps but i could raise everything up and put platforms instaid but im starting to think id be better off starting over

 

and as for the holes i will cover them up and fix any problems you come across

 

I can't thank you enough for taking the time to examine these pictures that choot 'em was kind enough to embed for me and give me the constructive criticism I need to improve this map and the fact that you took the time to do so motivates me to do what I need to do for the hope that this map will make it somewhere .

 

If either of u need a play tester send me a fr at xtoungexlovex

 

More screens

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/ce27b7b0-0476-41d6-8a0e-b9f9567d74f8/infinity%20rumble?display=True&type=Image

 

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/00e7a569-1680-4881-b69f-e847bb0414d4/infinity%20rumble?display=True&type=Image

 

http://www.halowaypoint.com/en-us/games/halo4/fileshare/download/35948133-bfca-4053-a166-afef124b6817/infinity%20rumble?display=True&type=Image

 

Embed, mate. Embed.

 

Imgur? Photobucket?

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That you again both of you I've taken your suggestions zandril and spent the last 2 nights tweaking and improving on my design. I'm very lucky to have both of your help. I've compleatly redesigned bottom mid as it was far to cramped and opened it alot I gave the ramps 3 degrees less of a slope which defiantly makes a difference and alien for better movement also I changed up the lift pads because of the way landing pads are not smooth when walked over and also added more jumps to improve flow. Then completely redid the spawn zones to make every spawn point have an equal chance of being used as long as no ones in the zones. As well as many more minor adjustments and weapon placement. The map now flows great in my opinion and I can't wait to hear feedback and hope to play test soon.

Map: http://www.halowaypoint.com/en-us/players/xtoungexlovex/halo4/fileshare

overview 

64m7cvW.jpg



base ramps



gF7nXap.jpg



cover/improved jumps

opxVAuh.jpg



decreased slope and middle

c2tI7Od.jpg

redesigned bottom mid

9EtRCqA.jpg

can crouch jump up from ground 

dMeS5nb.jpg

improved man cannon pads

mV2rjbj.jpg

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I gave this map a download.

I have mixed feelings for this map.

I usually don't care for Mandala layouts! If you perhaps don't know what Mandala designs are, here you go! https://www.google.com/search?q=mandala&rlz=1T4GGNI_enUS532US532&tbm=isch&tbo=u&source=univ&sa=X&ei=k68fUvqjK6mqiQL_6oCQBQ&ved=0CDoQsAQ&biw=1920&bih=1044

 

Its 25% of a map copy and pasted. When I play Mandala, I have no reason to go to other sides only cause they have nothing new to offer. It's the same, just a different color.

There is a flow, but it is one way. The man cannons represent my example of that.

 

That is all I have to critique. It is nice in symmetric builds to differ your North and South axis's than your East and West. its gives more variety in the gameplay, and flow.

 

This map does how ever offer, great use of geometrics, piece utilization application, and scale. It felt uncluttered, and mobility was an attribute.

 

You build very well, there is no hesitance of that, but as mentioned above, you built a quad of a map, and repeated it.

 

For a Mandala layout, it was the best I have seen.

 

Hope my comments help! Thanks for sharing this build with us.

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I absolutely agree Festuca. Which is one reason I am surprised to so much interest in this map. 

 

That being said i never expected to hear such compliments and i greatly appreciate it!  :laughing:  

 

Your comments certainly do help and i hope to bring many worthy builds to this community. 

 

And i assure you they will definitely not be mandala layouts! haha

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I absolutely agree Festuca. Which is one reason I am surprised to so much interest in this map. 

 

That being said i never expected to hear such compliments and i greatly appreciate it!  :laughing:  

 

Your comments certainly do help and i hope to bring many worthy builds to this community. 

 

And i assure you they will definitely not be mandala layouts! haha

Well the fact you built it so well drew people in. Like I said I usually don't care for Mandala, yet I downloaded it.

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will do dont know how that happend

By just clicking the map in fileshare then copying the link in browser, you are still on your personal fileshare page. For a sure fire way to direct link try clicking the map in fileshare, refresh the page, then copy that link from your browser. :)

 

like so.... http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/30ada87c-8dd4-45d8-a64e-5ed927f44dfe

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I finally got the time to look at the map. I'm sorry to say this but in its core design/layout, this map is doomed.

 

The map flows rather poorly, there are no defined power positions, and everything just comes off as a big mess.

 

All the low ceilings, the badly placed spawns, and so many pieces that are completely unnecessary. If I was to state all this map's issues, I'd be taking up the entire page.

 

I'm sorry to have to say that and I hope that doesn't come off as mean. It's just the simple truth.

 

The best thing to do here is either reforge/redesign the entire map. Which is almost just the same as making a new map and applying what you've learned on it.
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added ricochet!!! set one mancannon on the right of red and blue base respectively to reco_delete to make defending a bit easier and have the goal to right of sniper nest stairs so if they make it to the other cannon theres a chance defenders can stop them and so its not too easy to make thrown goals.

Map:http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/5798cda7-1e5b-4cfc-9274-4d63c6687e5a

 

blue base goal

wmrrutW.jpg

red base goal (to avoid confusion)

kg4TUV6.jpg

1st 2nd and 3rd ball spawns

GdKJNwZ.jpg

4th and 5th at green and yellow bases

qFvonJT.jpg



 

I finally got the time to look at the map. I'm sorry to say this but in its core design/layout, this map is doomed.
 
The map flows rather poorly, there are no defined power positions, and everything just comes off as a big mess.
 
All the low ceilings, the badly placed spawns, and so many pieces that are completely unnecessary. If I was to state all this map's issues, I'd be taking up the entire page.
 
I'm sorry to have to say that and I hope that doesn't come off as mean. It's just the simple truth.
 
The best thing to do here is either reforge/redesign the entire map. Which is almost just the same as making a new map and applying what you've learned on it.

 

well all i can say is thank you for your time and honest opinion.

 

Hopefully i can take what iv learned from this and use it to make something usable.

 

My main goal is that someone out there will get some good fun out of it as i know i have even if only with a few ppl.  

 

I guess thats how it goes with forging. so many limitations and so much work all with little chance of success. 

 

But i do feel accomplished in making it this far and what compliments i did get along with the many things i learned make it all worth it.

 

Thanks again Zandril

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well all i can say is thank you for your time and honest opinion.

 

Hopefully i can take what iv learned from this and use it to make something usable.

 

My main goal is that someone out there will get some good fun out of it as i know i have even if only with a few ppl.  

 

I guess thats how it goes with forging. so many limitations and so much work all with little chance of success. 

 

But i do feel accomplished in making it this far and what compliments i did get along with the many things i learned make it all worth it.

 

Thanks again Zandril

 

Good attitude. Keep that up, take and understand feedback, remember what you learn and, of course, don't give up on Forging. It's an art that takes time and practice to get better at.

 

All forgers started out where you are now. You should've seen my first map. It was god awful. :)

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