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Forge Feature: Lotus

Posted by | November 25th, 2012

Now that the Forge community has begun making maps, it is time for The Halo Council to feature some of the great work that comes out of the Forge Forums. Today’s feature is Lotus, by Unoverrated, co-creator of the MLG Halo: Reach Pro Circuit map “Nexus”, and WALDO the lemon, the creator of the MLG Halo: Reach Pro Circuit map “Oasis”. These two have teamed up to bring a map to the community that pros like Walshy and Flamesword have already enjoyed.

To Download Lotus: Start–> File Browser–> Map Variants–> Fileshare Search –> unoverrated or WALDO the lemon

Make sure to stop over in the release thread of Lotus and give some feedback and/or words of encouragement for this great map.

 

Lotus

by: Unoverrated and WALDO the lemon

 

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Some History:
Lotus was a map I designed back in Halo: Reach.  I remember when I randomly thought of the concept at a bonfire and told my friends I had to leave early because I had to wake up early.  The whole idea of the map was that the player had to leave the outer structures, and go through the middle atrium to get to another building.  Originally the map was a floating map.  This idea would be scrapped at a point later in the design but for the most part the flow idea still stands.  I never really had a great base layout in Reach so I actually never released the map… Then Halo 4 came out.

Waldo and I have been best friends since we met… Actually I hated him initially, but after he learned how to forge we got along great.  After Halo 4 came out I wanted to do a co-forge with him and he really liked my Lotus design from Reach so we thought that was a good starting point.  He agreed with me about the bases, they sucked.  So we kept the middle, made it a little longer to fit the Halo 4 mechanics and then worked on the bases.

The middle atrium use to have a grass floor so replacing that was annoying.  Also the Reach bases were limited in size because of the size of the Quarry.  So the Halo 4 version was a lot less limited but a lot more piece intensive.  We hit the lighting glitch object limit multiple times throughout the forge of the map.

This is our first Halo 4 co-forge with many more to come.  It is not the greatest looking map we have ever made but we had to use a lot pieces which caused a damper on the aesthetic end of the spectrum.  We worked very hard on the object usage and thoroughly tested the map so we hope you enjoy it.

About the map:
The map is a larger scale inverse symmetrical 2 base map, with 2 towers to the sides.  It has circular flow due to the dead space in the middle.  The middle is still playable due to the size of the map and the slight height change bottom mid.  The spawning is side specific in all game types so spawn trapping is key.  If Jetpacks are allowed I would highly recommend them due to the high parts of the map being very dominate over the rest of the map, and a quick route to rockets when they spawn.

Screen Shots and Call-outs:
Overview:
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Looking out from blue:
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Bottom Mid:
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Blue Flag:
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Red Snipe Bridge:
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Red Snipe Spawn:
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Bottom Yellow :
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Green:
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Blue Snipe:
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Weapons:
Rockets – 3mins
Snipe x2 – 2mins
Boltshot – 90secs
Plasma x4 – 30 secs
DMR x2 – 10 secs
BR x2 – 10 secs

Gametypes:
“Narrows” 3 Flag
Slayer

Videos:

Special Thanks:
Diesel and Salot for promoting the map and testing it a ton.

To Download: Start–> FileBrowser–> Map Variants–> Fileshare Search –> unoverrated or WALDO the lemon

To visit the thread for Lotus, click here.