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Premier

 

Edits:

 

Month/Day/Year

 

10/01/2014

1. changed name to Premier to avoid confusion with another map named Xiphos

 

12/01/14, Map Version 1.1

1. Added Gravity lifts up to the Corridor roofs near initial spawns

2. Exchanged Sniper Rifle to Railgun

3. Changed Needlers to Concussion Rifles, and moved them to the top of the rocks

4. Added a Dropdown and tunnel at the Southern end of the map to get to Sword

5. Increased Shotgun Respawn Timers to 180

6. Added railings at the Middle Catwalks and Spawns

7. Extended the width of the Middle area Catwalks and Sword Lift Exits

8. Extended the Outer floor on the left and right side of the Overshield Chamber

 

 

Download:

https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/4d32fc1e-e9c8-437e-9712-52a782699200

 

Hello everyone, a few of you may know me already, as I express my opinion or put up some usually interesting threads. Well, today I am placing up my first THFE map, I have been forging for a while, but I feel that this is the first map that I feel is at beta stage, capable of supporting a competitive game well. So, without further ado, I give you Premier, named so as it is my first map of the new year.

 

post-26816-0-75279800-1389557336_thumb.jpg

 

Premier is a 2-8 player Mirror Symmetric Arena Map on the Forge Island Canvas. the main shape started life as part of a BTB map, but soon got smaller as my budget suffered, so I cut my losses and salvaged the best parts of the map, and retrofitted it for 4v4. This map capitalizes on Map Control and Flanking, as it uses static weapon spawns, and requires the player to keep a mental timer. Static spawns benefit all players, as once players get the timing down, they will play to control that area, you know where your enemy are, you know where to go to get back into the fight, so cat and mouse play is heavily cut in this manner. Here is a Weapons Layout picture I self edited in Photoshop.

 

 

This cleanly shows timers and locations, all grenades are 15 seconds.

 

Here are some further Screenshots:

 

 

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The map has changed alot after 1.1, the playtest on Saturday was great, and I got enough feedback to make some edits. The sniper was barely utilized, showing that it was clearly not a good choice for the map, it is now a Railgun. Sword was often unusedd due to the lack of ways to access it and hence i have added a new entrence, I added railings and you can check the updates for further info.   

 

I included alot of Advice I received from Zandril and Squally in this map, so I hope the advice payed off. Please, I am looking forward to any constructive criticism and suggestions.

 

This will be up on my Facebook Page, The Halo Forger Page, tomorrow at some point. If you want to see the page, it's in my Sig.

 

This is Darkrain491, I love you community, and I guess you can call this my new years resolution. Show more maps, get better at it.

 

 

See ya on the battlefield! 

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This is a very clean map I like the way it looks. Might I recommend Zan's Map Marker Pack for easier and more clear map marking? http://www.343industries.org/forum/topic/29982-zans-halo-4-map-marker-pack/

Thanks for the intrest guys, I didn't use the map marker pack as I stay in a flat with my friends and it would have chewed up their bandwith to download them

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So I found some issues with the map in the game we played. The biggest problem was the space available to players. By this, I mean the map was a little too tight and claustrophobic in several areas. I would suggest giving players more breathing room.

 

I also remember that there was a power position that only had one hard route to it and players controlling it have a quick and easy way out via drop down.

 

And railings. Put down some railings. Too easy to fall off. I did enjoy the encounters in the middle though

 

That's all I really remember so if I was to give more feedback, I'd have to play in the map again.

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So I found some issues with the map in the game we played. The biggest problem was the space available to players. By this, I mean the map was a little too tight and claustrophobic in several areas. I would suggest giving players more breathing room.

 

I also remember that there was a power position that only had one hard route to it and players controlling it have a quick and easy way out via drop down.

 

And railings. Put down some railings. Too easy to fall off. I did enjoy the encounters in the middle though

 

That's all I really remember so if I was to give more feedback, I'd have to play in the map again.

Thanks for the feedback. Are we talking the corridor roofs as the power positions?

 

 

Other comments mentioned in the game were:

 

Where is the sword?

Little much Shotgun, but not overly

Where do you get the sword?

Very much Halo 3 mapstyle (Made me SOOOO Happy)

Wheres the friggin sword spawn?

 

So, I will have a 1.1 ready by tomorrow or Monday, Images will be up for it sometime then.

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