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Beacon


FEARDEATH24

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"Long lost installations such as these once used to be beacons used by the Forerunners to guide vessels. Even after the fall of the Forerunners, these installations continue to function..."

 

 

Description : Beacon is a symmetrical 4v4 map made on Forge Island. It has two bases for Red Team and Blue Team, as well as two side bases (colored yellow and green). Red base is coupled with Yellow base, and Blue coupled with Green, in the sense that there is ramp leading from Red to Top Yellow and no ramp from Blue to top yellow. The same goes for Blue and Green.

 

Apart from this, Mid is colored purple and has three levels. The Overshield spawns on Top-Mid (Purple 3 or L3). The Sniper Rifle spawns on Bottom Yellow, and the Railgun spawns on the Bottom Green. There is also Blue Bridge, Red Bridge, Yellow Bridge, and Green Bridge structures which connect their respective bases to other bases.

 

Furthermore, there are also multiple Tactical Jumps detailed in the Showcase video below. 

 

 

Respawn Timers: Overshield - 90 secs

Sniper Rifle - 120 sec

Railgun - 120 sec

 

Weapons on Map: 

2 x Battle Rifles

2 x DMRs

2 x Carbines

2 x Light Rifles

2 x Plasma Pistols

2 x Boltshots

2 x Magnums

2 x Assault Rifles

2 x Suppressors

2 x Storm Rifles

4 x Frag Grenades

4 x Plasma Grenades

4 x Pulse Grenades

 

Supported Gametypes: Slayer, FFA, King of the Hill, One-site Extraction, Capture the Flag

 

Player Count: 4-8

 

Screenshots: 

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post-74304-0-66297400-1376309977_thumb.jpg

 

Videos:

Trailer

Map Showcase

http://www.youtube.com/watch?v=VL13cgTAu6U

 

Link: Download Now!

 

Please leave feedback on any problems/issues you noticed or had with the map as I could not test it.

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Interesting first picture. Although I do think I see some issues with the map (in both aesthetics and gameplay) by looking at the screenshots.

 

But seeing as I'm just observing the pictures, I'm not gonna share my thoughts. I'll see the map for myself first.

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Nevermind, just 

 

Interesting first picture. Although I do think I see some issues with the map (in both aesthetics and gameplay) by looking at the screenshots.

 

But seeing as I'm just observing the pictures, I'm not gonna share my thoughts. I'll see the map for myself first.

May I know the issues that you saw? 

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Here are the isses I found.

 

At the initial spawns of both Red and Blue, players spawn in front of a wall. When you set a spawn, it should be pointed at an open area that will allow players to orient themselves and know where they want to go. You also placed a neutral initial spawn point with the teamed spawns. This means that, in an FFA, players could possibly spawn right next to each other.

 

I also saw that the spawns at Green and Yellow suffer the same thing.

 

Then there are the ceilings of the middle structure. On the ground level and the second level, both ceilings are too low. You never want players hitting their heads when they jump.

 

I also noticed the tall 1x1 blocks you placed in all 4 sides of the map. I assume you placed these for cover and I don't think they're necessary at all. Removing them would make movement in those areas better.

 

The bases were also very tight and confined. This is because of the pillars. When making a map, you'd want the cover to be structural. There's barely any structural cover in the map. Nearly all the cover are these pillars.

 

Those are the issues I noticed right out the bat.
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Thanks for the feedback! (Been watching this thread everyday for last 4 days)

 

1) If the gametype label is set to 'Team Spawn' does that count as a FFA spawn as well? Or is it just Spawns that are labelled 'FFA Spawn' that count as FFA spawn points? I set FFA and Red & Blue Spawns to Gametype Specific (FFA points - FFA Spawn and Red/Blue points - Team Spawn)

 

2) I'll move the spawns in front of the wall at Yellow, Green, Blue, and Red.

 

3) The ceilings of the Mid 1 and Mid 2 are intentionally low, just so that players can do the head-bump strafe/jump (not sure of the exact name for that jump/strafe).

 

4) Are you referring to the 1x1 Talls in the mid structure?

 

5) What kind of cover do you mean by Structural Cover? (just give me a short explanation)

 

Once again, thanks for the feedback!

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Thanks for the feedback! (Been watching this thread everyday for last 4 days)

 

1) If the gametype label is set to 'Team Spawn' does that count as a FFA spawn as well? Or is it just Spawns that are labelled 'FFA Spawn' that count as FFA spawn points? I set FFA and Red & Blue Spawns to Gametype Specific (FFA points - FFA Spawn and Red/Blue points - Team Spawn)

 

2) I'll move the spawns in front of the wall at Yellow, Green, Blue, and Red.

 

3) The ceilings of the Mid 1 and Mid 2 are intentionally low, just so that players can do the head-bump strafe/jump (not sure of the exact name for that jump/strafe).

 

4) Are you referring to the 1x1 Talls in the mid structure?

 

5) What kind of cover do you mean by Structural Cover? (just give me a short explanation)

 

Once again, thanks for the feedback!

 

You don't have to move the spawns. You need to delete the cover pieces that the spawns are pointed at. The cover piece is unnecessary and it only contributes to the tight/confined feeling one would get when inside the bases.

 

This is a competitive map right? Raise that ceiling. Getting your head bumped while jumping is not good for competitive gameplay. People can strafe without hitting their heads.

 

I'm referring to the 1x1 talls near the artifact bases.

 

_________________________

 

Structural cover is...well it's hard to explain it through text. It'd be a lot easier to show it to you in-game. But I'll try anyway.

 

This is an example made to me when I first asked about structural cover.

 

Look at this picture.

 

i4HNPANETDkhK.jpg

 

 

 

Almost every rock, ramp, railing and artifact base that you see in this screen capture serves as a line of sight blocker. However, each piece has multiple functions. You can use them as cover, or something to jump on to gain a line of sight across the map, or geometry that helps you to out BR your opponent through head glitching, peak-shot and strafing. This is what I mean by structural cover. It's usable geometry. The idea is to empower the player - not restrict them.

 

When your map only consists of pillars that only serve as line of sight blockers that occupy dead space, huge amounts of segmentation occurs and you are forcing players to only use your geometry in one way. Forgers need to build maps for the mechanics of Halo.

 

There. Hope that helps. That explanation is courtesy of The Fated Fire. It's the one he gave me when I asked about structural cover.

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Thanks for the clarification. Can you join me in Forge sometime to help me out with the structural cover?




You don't have to move the spawns. You need to delete the cover pieces that the spawns are pointed at. The cover piece is unnecessary and it only contributes to the tight/confined feeling one would get when inside the bases.

 

This is a competitive map right? Raise that ceiling. Getting your head bumped while jumping is not good for competitive gameplay. People can strafe without hitting their heads.

 

I'm referring to the 1x1 talls near the artifact bases.

 

_________________________

 

Structural cover is...well it's hard to explain it through text. It'd be a lot easier to show it to you in-game. But I'll try anyway.

 

This is an example made to me when I first asked about structural cover.

 

Look at this picture.

 

i4HNPANETDkhK.jpg

 

 

 

 

There. Hope that helps. That explanation is courtesy of The Fated Fire. It's the one he gave me when I asked about structural cover.

 Thanks for the clarification. Can you join me in Forge sometime to help me out with the structural cover?

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