xiforgetx Posted January 4, 2014 Report Share Posted January 4, 2014 Original map, did not intend to name it something that another map already has for a name. Sorry if there is any confusion. UPDATED Link https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/7567bd0a-cac6-4d73-8414-c7fad7030894 Stronghold is a small 4-8 player symmetrical map. Red and blue spawns across form each other. The majority of the map is split red side and blue side, with a bridge as the divider. Perpendicular to the spawns, two towers rise and extend previously said bridge. The spawns are raised off the ground level, and continue in a ring shape around the map. On the ground level, there are scattered rocks and additional cover. A lower bridge also divides red side form blue side. Weapons Assualt Rifle x2 (30s) Storm Rifle x2 (30s) Supressor x2 (30s) DMR x2 (60s) Carbine x2 (30s) Magnum x2 (30s) Plasma Pistol x2 (30s) Shotgun x2 (110s) Plasma Grenade x2 (15s) Frag x2 (15s) Ordenance 1 Random drop includes: spaces 1-5 Needler space 6&7 Sticky Det space 8 Sniper Rifle Gametypes Slayer CTF Oddball WHAT UPDATE CHANGED -unclustered the clustered spawning in towers and bottom grass area -increased slope of 1x1 tall blocks to inhibit movement -added "support" tp middle of bridge, which also divides the lower bridge -blocked gap between bottom bridge and tower -only one ramps instead of two in the towers -blocked out windows -raised brace tunnel so players cant jump up on them -changed spawn bases to more of a structure -removed courtyard lazy cover, replaced with structure -removed sniper spawn, now its in the ordnance Open and would like feedback. Hope you Enjoy Overview Pink = ordinance Black = DMR yellow= Shotguns Base Bottom Base top Blue Spawn Red Spawns Courtyard Bridge Top Yellow right (identical as yellow left) 2 Link to comment Share on other sites More sharing options...
ShockGazm Posted January 5, 2014 Report Share Posted January 5, 2014 This map looks pretty good, next time on Halo 4, I'll check it out. Could possibly do a 343 Community Match on this map at some point, who knows. Link to comment Share on other sites More sharing options...
xiforgetx Posted January 6, 2014 Author Report Share Posted January 6, 2014 This map looks pretty good, next time on Halo 4, I'll check it out. Could possibly do a 343 Community Match on this map at some point, who knows. thanks, if you check it out id appreciate a responce. Link to comment Share on other sites More sharing options...
ShockGazm Posted January 6, 2014 Report Share Posted January 6, 2014 Okay, I'm downloading it now, so I'll tell you in a bit. Link to comment Share on other sites More sharing options...
Zandril Posted January 7, 2014 Report Share Posted January 7, 2014 (edited) The overview pic caught my attention. I'll give the map a download and I'll drop some feedback when I can. I would also suggest linking directly to the file instead of your File Share. Edited January 7, 2014 by Zandril Link to comment Share on other sites More sharing options...
xiforgetx Posted January 7, 2014 Author Report Share Posted January 7, 2014 haha, ok. next map i wont link to file share. Link to comment Share on other sites More sharing options...
Zandril Posted January 12, 2014 Report Share Posted January 12, 2014 I gave the map a look and I noticed some problems. The first and most pressing IMO would be the clutter. There is clutter almost everywhere. This is a competitive map and in a competitive map, structural cover is better. Cover should have multiple functions instead of being just cover. If it is just cover and nothing else, it becomes clutter/lazy cover. Another problem I had with the map would be the sightlines. You need to segment this map a little more with hard structures to fix the bad sightlines. The next big problem I saw was the lack of hard routes and connections to the power positions in the second level of the map. These positions can be too overpowering if players only have one way via walking to get to them. Then there's the flow of the map. This is something that worries me. The map has too many movement options in Purple and Orange bulding. I have a feeling that gameplay on the map could really get stagnant. You need to define your routes better in order to make players think and strategize during a game. Not run around pointlessly shooting everyone they see. Last thing I want to mention would be the spawns. I feel like the spawns were placed recklessly. It doesn't look like much though have been given to them. There were some areas that could've had spawns, there were areas that had too many spawns, and there were areas that weren't supposed to have spawns because of their openness. Link to comment Share on other sites More sharing options...
xiforgetx Posted January 12, 2014 Author Report Share Posted January 12, 2014 thanks zan, will try to fix. Link to comment Share on other sites More sharing options...
xiforgetx Posted January 12, 2014 Author Report Share Posted January 12, 2014 just posted updates. changed quite a bit. hope its better .... Link to comment Share on other sites More sharing options...
Rayner Sutardja Posted January 12, 2014 Report Share Posted January 12, 2014 If you need testers, I could help to test. Next time, If I see you online. Have you tested this map? Link to comment Share on other sites More sharing options...
xiforgetx Posted January 12, 2014 Author Report Share Posted January 12, 2014 If you need testers, I could help to test. Next time, If I see you online. Have you tested this map? nope, havent tested. if i see you ill invite Link to comment Share on other sites More sharing options...
Brick. Posted January 12, 2014 Report Share Posted January 12, 2014 Nice map! I really like how the map is made and the scenery. Really nice job on the map, I will be sure to download this and play with some 343 Community members . Link to comment Share on other sites More sharing options...
xiforgetx Posted January 14, 2014 Author Report Share Posted January 14, 2014 thanks brick. tell me how it goes! Link to comment Share on other sites More sharing options...
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