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Zandril

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Garrison is an asymmetric 4v4 map.

 

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Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/18b19bbf-639a-4281-a63e-24ebb049e7b7

 

It supports Slayer, Oddball, CTF, KOTH, Regicide, and Extraction.

 

The power weapons I've placed are 2 Sniper Rifles for each team and a neutral rocket launcher at the map center.

 

Other power weapons will spawn via random drop. These weapons will either be Stick Det, Needler, or Scattershot.

 

*Special thanks to CrimsonVolver and DaMeekie for some insight and tips they gave.

 

MAP UPDATES

 

- Replaced the window coliseums that were being used as walls with wall coliseums.

 

- Replaced most wall coliseums with Rock 5 pieces

 

- Removed the trait zone that served as invisible ceiling because it wasn't working well with some parts of the map. Compensated by placing killzones at the roofs of the buildings.

 

- Raised Cyan and Orange building because players were hitting their heads in the ceilings. (Thanks for pointing this out, DaMeekie and Crimson.)

 

- Removed the out-of-place, large walkway and replaced it with gun turrets that still serve as good Los breakers and cover. It looks better too.

 

- Took out one of the ghosts. There is now only one ghost located near red base that doesn't spawn at the start of the match.

 

- Gave yellow building multiple entrances. There are now 4 ways to get to yellow.

 

-Other aesthetic changes.

LATEST UPDATES:

 

- Increased Sniper Rifle and Rocket Launcher spawn times. Snipers now spawn every 4 minutes and Rockets spawns every 5 minutes and 30 seconds.

- Removed Ghost. It was a pain in the ass to drive in this map.

- Removed red's mancannon to yellow.

- Other aesthetic changes.

 

SCREENSHOTS

 

 

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Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/18b19bbf-639a-4281-a63e-24ebb049e7b7

 

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

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Thanks Than. Let me know what you think once you've played it.

 

The map played very well when I tried it out on a customs lobby. One thing I noticed though is that nearly all battles happen in the four buildings. Barely anyone sticks around in the center part of the map w/ the bridges or stays in yellow building.

 

But overall, the map played great . The weapon spawn times were just right and there was plenty of cover and height variation.

 

I'm also glad that you removed the Ghost.

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I just flew around this in Forge. I'm liking what I see for the most part. The only real problems I could see right off the bat is some clutter throughout the map making things feel a little cramped, and the spawns could be laid out better. I'm gonna try to get some games on it later, so don't be surprised if you get an invite from me sometime ;P

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I just flew around this in Forge. I'm liking what I see for the most part. The only real problems I could see right off the bat is some clutter throughout the map making things feel a little cramped, and the spawns could be laid out better. I'm gonna try to get some games on it later, so don't be surprised if you get an invite from me sometime ;P

 

Thanks man. I look forward to it. :)

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  • 2 weeks later...
  • 1 month later...

I will download this and check it out! Unless there are major issues I try not to critique or praise before I play it! Looks great by the thread!

 

Alright then. I look forward to your feedback.

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Zandril, I had a chance to play this twice last and had a lot of fun on this map! We played KOTH, and team regicide on it! I just noted in the thread it say s 4v4, sounds insane! I only say that cause I hosted  3v3 and never had a dull moment! Perhaps it was just the game types though!

 

If I had any critique  to say...

 

1) As Squally has mentioned was clutter, I felt this was happening in the I believe its the teal color zone, where snipe spawns, and needles! I felt like there are to many vertical pieces happening! I think that zone could be opened up a little more, perhaps less 1x4,r even sliding them next to walls to still have that awesome structural attribute but open up the dance floor on that zone! Just some thoughts!

 

2)In the Orange or cayenne biome there was a tree and a rock on the anvil floor in which I saw players got hung up on! I thought the tree looked really good in there, perhaps maybe remove the rock, or scribe it into the wall?

 

I thought Blue and red biomes were solid, although yellow was underplayed in the matches we ran!

 

We had many great firefight moments that felt really fleshed out!

The Regicide match we played on it was one of the most funnest times I have ever played that game type ! I am gonna keep this map on my hard drive  and look forward to any contributions you might make to this build! Great layout, and hardscape! Its great to get acquainted with your builds!

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Thanks for taking a look at the map. I appreciate the feedback.

 

 

In the Orange or cayenne biome there was a tree and a rock on the anvil floor in which I saw players got hung up on! I thought the tree looked really good in there, perhaps maybe remove the rock, or scribe it into the wall.

 

The rock is actually for a jump-up to top orange.

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