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GT - SUPER MOOSE93

Map name - Distress

Download link - here

 

Distress is a small figure of 8 map, designed primarily for 2v2 slayer games, although the spawns are set up for 4v4 max. slayer, CTF, KOTH and oddball are the gametypes set up on Distress. 

 

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*players are able to sprint jump across the gap at bottom middle, or you can cross via the ledges*

weapons

-DRM

-BR

-Carbine

-Sniper riffle

-Saw

-Frag grenade

-Plasma grenade 

 

 

http://www.youtube.com/watch?v=wWs8hBAeAi4

 

thanks to Delta5624Productions for making the video

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  • 4 months later...

Upon just your screenshots, I have some Ideas.

 

The Dominion cover pieces? perhaps the building pieces small uncovered bunkers could replace these. they are good fire positions that can be grenaded quite easily to disrupt the foes tactic.

 

Also, some "lazy cover" is prominent, which along side inventive stuff like that "desctuctable" cover made with base shields looks a little out of place. I would suggest replacing them with more destructable cover pieces.

 

Talking of the destructable cover, I think you should make them abit more aesthetically pleasing.

 

The power weapons, I would say, are bad choices for this map. The places they can be powerful (SAW: Its spawn area and the top of the ramped station pieces, Sniper Rifle: Open Lanes, Desructable Cover room, top of the ramped pieces, like the SAW) they will be VERY powerful, put places they would be bad they would be VERY bad (SAW: The open lanes, destructable cover rooms, Sniper Rifle: most other places on map) I would instead suggest either the Railgun and Shotgun, with Shotgun at Saw spawn, Railgun at sniper. 

 

Otherwise, Its nice looking map. I would like to showcase an updated version on my Fan Forge Facebook page :)

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thanks for looking

 

i will replace the dominion base covers with the bunker and see if it fits, not sure if i can make the shield cover look better, but i will give it a try. i will also play around with the power weapon spawns and which ones are on the map.

 

"Also, some "lazy cover" is prominent, which along side inventive stuff like that "desctuctable" cover made with base shields looks a little out of place. I would suggest replacing them with more destructable cover pieces"

 

not too sure what you mean by this

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Lazy cover is when a piece has been placed just for the sake of cover. Cover, in a competitive map, should be structural. Players should be able to interact with your map's geometry. The idea is to empower the player. If you have pieces placed on the ground just for the sake of cover, you end up restricting players.

 

CoverPic_zps2b3401b5.png

 

Here's a good article you can read to know more about cover in a competitive map.

 

http://haloevolved.com/threads/next-level-forging-cover.147881/

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ahhhhh. so basically, most of the cover i make needs to have multiple purposes. 

guess i will start thinking about that in my future designs

Yes. Lazy cover can usually be avoided by preplanning. If ever you start another map, I would suggest reading the "Next Level Forging" articles at Halo Evolved.

 

They're very useful reads for beginning forgers.

 

http://haloevolved.com/forums/the-library.322/

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This Image Here? this could be seen as Structural cover. It main purpose is to provide a alternative viewpoint into the lower area. but it can also be used as cover.

 

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Whereas the dominion piece and the literal Cover forge pieces are there sorely for cover or to disrupt the sightline. thought I might provide some examples from your map.

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i have made a few changes.

 

-changed the supports for the shields, it looks a little better

-removed the random barrier near the teleporter and made some door things to provide cover

-removed the 2 cover pieces and made the hallway curve a little. it looks better and still provides cover

-changed the structure on top mid. now its just four 3x1 flats stood upright. looks much better

-replaces sniper with shotgun, and replaced saw with railgun

 

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