xtoungexlovex Posted October 29, 2013 Report Share Posted October 29, 2013 FINAL VERSION https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/e57115f8-9422-4289-899c-caefb3d10283 Finishing touches and added Headhunter! SKULLTACULAR! update 11/20/2013 download:https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/83718924-8359-41d4-b425-e18bec5c2b1d raised floor behind red and blue to make the jump a lot less forced, players no longer need to crouch to make it. kept the block 1x4 as a platform so players could stand on and shoot to the left or right and crouch to be in cover also fine tuned spawning. i believe the map is in its final stage. all thats left is alot more playtests to ensure there's nothing left i need to tweek. the only thing right now im not sure of is ordinance also blocked of my little hiding spot haha fun while it lasted update 11/17/2013 taken zandril's suggestion to move battle rifle / carbine to areas with more traffic so i moved them to the top of the bridges where the barricades used to be also took Rayner Sutardja's suggestion to fix bumpiness in the tower 3 stories. In playtests we found spawns at the back of the basses to be too frequently used and easily campable so they were removed spawn zone tweeks cleaned everything else i could find including some conflicting textures. thanks to everyone for support / feedback =] download: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/330e6c5b-3217-436e-988f-839bba6fdafd update 11/12/2013 taking zandril's advice =] download: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/63433051-7c00-4876-ac15-3549095cbf4b raised perimeter of map with rocks to add contrast and added soft kills to keep them unaccessable as suggested removed the need to jump up to the ramps in front of bases as it disrupted flow and also swapped out dmr with suppressor blocked off routes under ramps for green and gold in bottom mid to help control flow and keep it from being completely unpredictable. rocks are smooth to walk on and improve flow as well. also fixed stunt ramps so theres no gap other side as always feedback / suggestions are always welcome and will do what i can to continue to improve this map.=] thanks to everyone who playtested Update 11/4/2013 taken feed back and done what i could. smoothed out everything i noticed was bumpy and adjusted things here and there. Also fixed ordnance times as suggested as well as changing beam rifle to sniper rifle. more info with images. new overview: added height variation to outer perimeter: used pieces better and smoothed out floor changed ramps out for budget and blocked of tunnels for more control of player movement. players can still shoot through to gain the upper hand in encounters. Also blocked off unnecessary area inside the ramp 2 by 2 steeps changed out corner 2 by 2s with artifact bases so i could have more pieces was suggested i add cover to the bridges tho i realize they're not functional cover and may be removed if deemed necessary sadly i was unable to raise the border of the map to make it unaccessible due to not having any pieces left and having a full budget so decided to leave it as it was as i dont feel it is a major game changer and the cylinder larges in the second pic can be used to jump up to it as well as across to the upper ring also swapped out two of the plasma grenades for frags Requiem is a symmetrical arena i began back in Halo Reach with the idea that i wanted a raised ring in the shape of an octagon wrapping around a central structure with 4 bridges coming together from the ring connecting in the middle and ramps leading up to them all around.Sense then (thanks to much tutoring from sir zandril and many words of encouragement from thfe forum) little of its original layout has remained.For one its no longer an octagon which has led me to change its name. Its now more of a square. Also it was originally 4 way symmetrical or mandala but took the advice of others and changed the north-south, east-west axis.Despite all these changes i believe i finally came through with what i had envisioned so many years ago.i have an outer ring that wraps around the map to provide height advantage with lack of cover being the trade off.The center has been up-scaled to prevent low ceilings and cut off line of sight directly cross map.Iv used inclines to not only provide ways up from the bottom but also as cover. Gold and green are power positions providing cover along the ring and are key to map control. Holding one will allow your team to move freely around the perimeter of the map.I haven't got the chance to do much play-testing but from what iv managed iv always got positive feedback and the matches were very enjoyable from a 2v2 to a 5v5 and even small FFAs the map performed great. Id love to try larger lobbies and defiantly want to try multi-team.Many maps with verticallity, jet pack is a game breaker or the use of invisible ceilings are necessary. Not the case with this map. One is never far from a quick jump up or ramp to the top and tho it may provide its advantages in some cases as it should i never felt the need for one.Requiem is an excellent objective map (i suggest giving extraction a go) and also is great for slayer. Requiem 10/31/2013formally "the octagon" as the name no longer suits.minor updates gave the brace tunnels a 7 degree tilt to make jumping to the outer ring easier and changed the color of the one in the picture. (as seen in picture 5)also added 3 additional initial spawns for teams 3 and 4 and one for teams 5-8.weapon stats:ordinace drops:sniper rifle 176concussion rifle x2 146 thruster pack x2 90hardlight shield x2 90placed on map:Covenant carbine x2 30battle rifle x2 30 suppressor x2 30assault rifle x2 30light rifle x2 30 frag grenade x2 15plasma grenade x2 15pulse grenade x4 15.download:https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/0553abcb-5bcc-4d7b-804b-1352618752a5 after a complete redesign and countless hours of building and tweaking iv finally completed my latest version10/29/2013the octagon is symmetrical arena iv been working on since halo reach. its compatible with all gametypes including ricochet with the exception of grifball and dominion. it works well with small lobbies but handles larger lobbies great.i apologize for posting this in a new thread but literally nothing in this is the same or in the same position and it also plays so differently than previous versions it might as well be a new map altogether.as always your feedback is welcome as id like to make this the best it could be.finally id like to thank zandril for his tutoring.Overveiw: (yes i know that walkway cover is blue i fixed it lol)up-scaled middle of map. Ramps provide coverflow is much better and cover is multi-functional (no lazy cover)front of bases is now connected to bottom mid instaid of being just a wallouter perimeter has been fully redesigned.view down base rampgreen gold and top mid are main power positions. grav-lift can counterlift under green and goldbottom mid 4 Link to comment Share on other sites More sharing options...
Zandril Posted October 29, 2013 Report Share Posted October 29, 2013 The map has improved exponentially since its first version, tounge. Great job. I'll give this version a look when I can. Or we can add it to our 1v1s. I'll invite you when I see you online. 1 Link to comment Share on other sites More sharing options...
xtoungexlovex Posted October 30, 2013 Author Report Share Posted October 30, 2013 Thanks man couldn't have done it without you. Look forward to it. I think u got a few wins on me so hopefully I can even the score Link to comment Share on other sites More sharing options...
Zandril Posted November 2, 2013 Report Share Posted November 2, 2013 Alright. I finally found the time to give this a look. As I said before, this map has been improved exponentially from its first version. So good job on that part. Unfortunately, it still has a couple issues. ________________________________ Bumpy floor: The flooring in this map isn't even this makes players do little bobs while walking. I suggest evening this out. Tight tunnels: There are some tunnels at the lower that are too tight. I suggest making these wider to give players a little more dance floor. Ordnance: Personally, I wouldn't use a Beam Rifle for Ordnance because of the weapon's ridiculous aim asisst. I'd use the regular sniper rifle. There's also the spawn time of the weapon. Any power weapon respawning at a time longer than 3 minutes (180s) is respawning at an overextended amount of time. I would have 3 minutes as the highest time for a weapon to respawn. You don't want them spawning more than that because those long respawn times tend to dull the gameplay on any competitive map. Tip. For Ordnance, reduce the respawn time you want for a weapon by 4 seconds. So if you want a weapon to respawn every 3 minutes (180s), set the timer to 176. This is because it takes 4 seconds after the time you set before the weapon actually drops. Border: I'd raise the walls in your map. You don't want players walking on the border and using them as a platform. A border is a border. Players shouldn't be able to stand on them. They should be used simply to keep players from escaping your map. The map's kill boundaries should also be hard to hit. Not as easy as jetpacking a short height. Flow: The map's flow has improved, definitely. But I feel like the flow is still a bit too random/uncontrollable. By that I mean there may be too many movement options on the map. Aesthetics: You were very inconsistent with the pieces you used in this map. This lowered the aesthetic quality of the map. Another thing about aesthetics that I wanted to mention is that, for a map to be top notch aesthetically, all its pieces should fit together and should look like they're in place. What I mean by this is, one should avoid merging the pieces of his floor, walls, etc. Basically, you don't want the textures of the pieces overlapping. Everything should be neat and clean. I don't know if this is something you'll be able to fix so I'm saying this so you can keep it in mind for your future maps. Unnecessary routes: I would seal off the space in the ramps merged with the wall doubles. I'm talking about the areas with the Corner 2x2 pieces. Flatness: There are some areas in the map that lack height variation. This would be the outermost ring. You typically don't want paths that long to be flat so I would suggest adding some subtle height variation. The flooring of the lower level of the Matchmaking map Dispatch is a good example of this. _______________________________ That's all the feedback I have for now. If I was to give more, I'll have to play the map more. But for now, this is it. 1 Link to comment Share on other sites More sharing options...
xtoungexlovex Posted November 2, 2013 Author Report Share Posted November 2, 2013 Thanks man really appreciate the time u put into these reviews. As for the bumpy floor there's only one are I know of the bace larges by green which I fixed in an update iv yet to put up here if there's others please let me know The tight tunnels im thinking im going to block off to restrict movement a bit Thanks for the advice on ordinance il go back to the original sniper just thought id mix it up a bit. What do u think about a binary instaid? The borer I kind of wanted as a place to gain lines of sight in unexpected way tho I'll see what I can do As for aesthetics il try for better piece use and placement I plan on adding some subtle height vairation around the premiter and will block off the unnecessary area with the 2by2s Thanks again for the advice man defiantly glad to hear it doesn't need a complete reforge again haha 1 Link to comment Share on other sites More sharing options...
Zandril Posted November 2, 2013 Report Share Posted November 2, 2013 Thanks man really appreciate the time u put into these reviews. As for the bumpy floor there's only one are I know of the bace larges by green which I fixed in an update iv yet to put up here if there's others please let me know The tight tunnels im thinking im going to block off to restrict movement a bit Thanks for the advice on ordinance il go back to the original sniper just thought id mix it up a bit. What do u think about a binary instaid? The borer I kind of wanted as a place to gain lines of sight in unexpected way tho I'll see what I can do As for aesthetics il try for better piece use and placement I plan on adding some subtle height vairation around the premiter and will block off the unnecessary area with the 2by2s Thanks again for the advice man defiantly glad to hear it doesn't need a complete reforge again haha Definitely do NOT use a Binary. That thing is way overpowered. 1 Link to comment Share on other sites More sharing options...
xtoungexlovex Posted November 3, 2013 Author Report Share Posted November 3, 2013 Alright haha Link to comment Share on other sites More sharing options...
Zandril Posted November 9, 2013 Report Share Posted November 9, 2013 Excellent update. I enjoyed the game we played here. I still think that the top could use more cover. Not too much. Just a few in some areas. I don't mean top mid but the outer ring on the upper level. I honestly think that the barricades you placed seemed very half-assed and lazy. You can do better. As I suggested before, give Dispatch a look because it has some similarities to your map. You can use it for inspiration for cover on the ring. I also think you should seal off the windows at the bottom. You wanted them there for interesting battles where players shoot through the windows but this never really happened. And I don't think it will anytime soon. The map would be better off with the windows sealed off. As for the weapons, I think 4 is too much. I'd limit the power weapons to 3 since this is a 4v4 map. Something else about this map that I noticed is the lack of contrast. It's like a sea of white. The only real contrast in the map is in the bottom floor because of the green grass. Everything else is so...white. Not really your fault because this is how the textures are on Forge Island but I think this is something you can remedy. The best pieces for adding contrast would be Rocks. And, finally, I still think you should raise the map's walls. Unless players can no longer walk on the outer wall. That's all I'm worried about, really. EDIT: I'd have those artifact bases connect to the ground or do something to make that area smoother. Kind of breaks up the flow when players get stuck there. 1 Link to comment Share on other sites More sharing options...
тυcкєя Posted November 9, 2013 Report Share Posted November 9, 2013 Wow. This is a very well made map. Keep up the good work it looks epic! 1 Link to comment Share on other sites More sharing options...
xtoungexlovex Posted November 12, 2013 Author Report Share Posted November 12, 2013 great advice Zandril as always. =] as u said i think this map is really reaching its potential now to wait and see if it gets noticed. and Tucker i believe? thanks man certainly will try =D kakashi's the **** btw xD Link to comment Share on other sites More sharing options...
Zandril Posted November 12, 2013 Report Share Posted November 12, 2013 The map is indeed reaching its true potential. I'm very interested to play on this version. Also, might I suggest posting this map at...the Cafe? http://forgecafe.com/forums/index.php You'll get noticed there. Maybe even spotlighted. Who knows? 1 Link to comment Share on other sites More sharing options...
xtoungexlovex Posted November 12, 2013 Author Report Share Posted November 12, 2013 The map is indeed reaching its true potential. I'm very interested to play on this version. Also, might I suggest posting this map at...the Cafe? http://forgecafe.com/forums/index.php You'll get noticed there. Maybe even spotlighted. Who knows? thanks for the support man working on that now. hopefully it does get noticed =] we'll see 1 Link to comment Share on other sites More sharing options...
Rayner Sutardja Posted November 16, 2013 Report Share Posted November 16, 2013 Hey dude! I played on your map with you... Yeah, I'd say it's a very unique map, just a couple of concerns though- Bumps in the map, there are several bumps int he map that are kind of annoying. I think it is at the tower, 3-storeys that this happens. I'm not a fan of the colouration, and the aesthetics of the map are not that great. But hey, everyone has different tastes. There is substantial height variation, but the map just feels slighty flat... I'm not sure how to fix this, but it's not a big issue. It may feel flat but there is enough height variation. I'm no expert, just offering my two cents worth. You can send me a FR @ GT n0mnom321 and I'll be happy to help test your map Link to comment Share on other sites More sharing options...
xtoungexlovex Posted November 18, 2013 Author Report Share Posted November 18, 2013 Hey dude! I played on your map with you... Yeah, I'd say it's a very unique map, just a couple of concerns though- Bumps in the map, there are several bumps int he map that are kind of annoying. I think it is at the tower, 3-storeys that this happens. I'm not a fan of the colouration, and the aesthetics of the map are not that great. But hey, everyone has different tastes. There is substantial height variation, but the map just feels slighty flat... I'm not sure how to fix this, but it's not a big issue. It may feel flat but there is enough height variation. I'm no expert, just offering my two cents worth. You can send me a FR @ GT n0mnom321 and I'll be happy to help test your map thanks man, appreciate the feedback =] as for the coloration i know alot of ppl arnt fans of coloring every piece but i hate that grey uncolored look, thats just me tho =] also sadly iv reached the object limit so as for aesthetics i feel there isnt much more i could do. hopefully the geometry will be interesting enough to catch ppls attention and il defiantly send you a friend request thanks again =] 1 Link to comment Share on other sites More sharing options...
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