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Landslide

Remake 5v5 8v8

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#1 Digital Limit

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Posted 22 December 2012 - 06:50 PM

Landslide
by Digital Limit

A re-envisioning of Halo 3's Avalanche; supports Infinity Slayer and Capture the Flag up to 16 players.

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More images (from multiple versions) can be found in the gallery, here.

Video



Details

Landslide was born in two parts: one for my love of Avalanche—its progenitor—and two for the epiphany that Ravine's chasm functions perfectly as the endless pit found in the middle of Avalanche. Some concessions had to be made both in aesthetics and function, but the end result is a slightly more compact, highly playable successor to my favorite map in Halo's history.

Static Global Ordnance:
2x Sniper Rifle (120s)
2x Rocket Launcher (120s)
2x Railgun (120s)
1x Spartan Laser (180s)
1x Shotgun (180s)

Vehicles:
4x Warthog (60s)
4x Mongoose (45s)
2x Banshee (180s)
2x Mantis (180s)
2x Wraith (180s)
1x Ghost (90s)

Download

Download Landslide by searching for my File Share by gamertag: Digital Limit

If that doesn't work, there are various other work-arounds here.

Thank you for checking it out!

Credit to Shacker for inspiration.
My map: Landslide

#2 Mylesprevost

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Posted 02 January 2013 - 11:48 PM

This deserves more attention than it got, I didn't care for avalanche itself, but as a forge map, its very well done. two thumbs up.

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#3 Digital Limit

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Posted 03 January 2013 - 07:22 PM

Woo hoo, 200 views later and my first reply! Thanks for the positive feedback, Myles.
My map: Landslide

#4 Mylesprevost

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Posted 03 January 2013 - 09:56 PM

View PostDigital Limit, on 03 January 2013 - 07:22 PM, said:

Woo hoo, 200 views later and my first reply! Thanks for the positive feedback, Myles.
No problem, I'll show it off to some friends for you.

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#5 belucheez

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Posted 04 January 2013 - 11:11 AM

DId you post this on Forge Hub? The majority of the members here like smaller maps, so 6v6/ BTB maps might not get the recognition they deserve. Great looking map though, and awesome forging.

#6 SilentRaine

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Posted 05 January 2013 - 02:53 AM

I enjoy the design, style of the map, it does bring back some memories of Sidewinder, Avalanche honestly, I keep wondering though if it wouldnt be better to try transfer some of the map to Impact however for some strange reason I feel that maybe the layout of Ravine held you back in some ways. It is mostly the middle of the map I referring to, and keep feeling like maybe it would be better to redesign the middle a bit if the map is kept of Ravine to give it more structure than it has at the moment, I was never a fan of the Gravity Lift set up on Avalanche though and preferred Sidewinders set up instead so maybe thats where its coming from.

I enjoy BTB maps and I am happy to see them appear on here, I think most forgers are most comfortable building maps for 1v1-5vs5 here, but  I know a few are interested in getting involved in creating BTB maps as well with some inspiration :).

Was there any part of the map that you felt was weak in your mind or hard to design while you were attempting to stay pretty close to the original?
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#7 SilentRaine

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Posted 05 January 2013 - 02:58 AM

My opinion is I would use the Terrain of the middle of Ravine more to your advantage to compress the Map somewhat, and lower the Height variation so you can add Tunnels or more solid appearing Ramps there close to the bases Sniper towers I believe they are in the original.

Perhaps you could use the Natural Rock pieces and make it seem like those areas are built into the terrain itself similar to how Exile and Wreckage are in some ways with their Military Outpost appearance, style, to give the map more theme and cater it to your own view more in my opinion this would make the map stand out immensely in everyones eyes.
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Competitive Map Artemis- Rebuilding In Progress on Forge Island, Preview Coming Soon.

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Adopted Sanctuary Successor Design- Originally a Concept, Project, started by Warholic on Erosion.

#8 Digital Limit

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Posted 07 January 2013 - 02:06 PM

View PostSilentRaine, on 05 January 2013 - 02:53 AM, said:

Was there any part of the map that you felt was weak in your mind or hard to design while you were attempting to stay pretty close to the original?

The most difficult decision in making Landslide was, oddly enough, the placement of the red and blue bases. The natural structure on blue's side and the low elevation of red's side made it seem like it might simply not work, but after moving red forward a little and building off a mirrored structure on that base, it's balanced and seems relatively in the spirit of the original.

The weakest part of the map, on the other hand, feels like the satellite bases (Rockets). I just can't get the aesthetics for them to make me a happy man. Budget, lighting and piece-count limitations have largely shaped Landslide, and that's a little frustrating. I'd prefer not to use coliseum windows as ramps or upside down landing pads as platforms (at Snipe, actually) given neither is smooth, but they're the only appropriately-sized flat things that I can afford for these locations.


View PostSilentRaine, on 05 January 2013 - 02:58 AM, said:

My opinion is I would use the Terrain of the middle of Ravine more to your advantage to compress the Map somewhat, and lower the Height variation so you can add Tunnels or more solid appearing Ramps there close to the bases Sniper towers I believe they are in the original.

I don't believe there is any terrain in the middle of Ravine to use to my advantage, honestly. There's like, one large rock near the blue base, but outside of that everything needs to be built from the ground up. I also don't intend to add any tunnels or anything too far reaching from the original design of Avalanche. I like its simplicity.

As for lowering the height variation, I think there are a few problems with it:

1) The outer ring would then be at the same height or higher than the central structure, not only in contrast with Avalanche, but at a detriment to how the map plays. I already had to lower the central structure to align more with the bases, and I think I've hit the sweetest spot possible within the limitations of Ravine's static geometry. I want to avoid Laser looking across or down at Shotgun.

2) Lowering the central structure weakens it relative to the bases, and I'm already worried the bases are too strong. The red base can't be lowered any further and the blue base, although it could be lowered, I believe it would be at a sacrifice to its design—the red base is already making this concession, and that's partially to balance its forward placement.

3) Assuming I squish blue base and the central structure down, and restructure the middle to cut the now flat sightline, I'm not really being afforded the budget then to fudge around with trying to make a natural structure. I would probably be able to solidify the ramps, but I don't believe that necessarily benefits the gameplay immensely, or even enough to counter-balance how much a low central structure redefines the map.

All of that said, it's certainly something I'll consider and play around with.

At this juncture, I'm less concerned about large restructuring and themes, and more concerned about gameplay. Available cover, sightlines, and power positions. How encounters play out in given areas. Weapon and vehicle placement and resupply times. Spawn locations, especially in CTF. Things like that.

Thanks for all of the feedback, though! It gives me a lot to think about.
My map: Landslide

#9 SilentRaine

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Posted 08 January 2013 - 03:34 AM

View PostDigital Limit, on 07 January 2013 - 02:06 PM, said:

The most difficult decision in making Landslide was, oddly enough, the placement of the red and blue bases. The natural structure on blue's side and the low elevation of red's side made it seem like it might simply not work, but after moving red forward a little and building off a mirrored structure on that base, it's balanced and seems relatively in the spirit of the original.

The weakest part of the map, on the other hand, feels like the satellite bases (Rockets). I just can't get the aesthetics for them to make me a happy man. Budget, lighting and piece-count limitations have largely shaped Landslide, and that's a little frustrating. I'd prefer not to use coliseum windows as ramps or upside down landing pads as platforms (at Snipe, actually) given neither is smooth, but they're the only appropriately-sized flat things that I can afford for these locations.




I don't believe there is any terrain in the middle of Ravine to use to my advantage, honestly. There's like, one large rock near the blue base, but outside of that everything needs to be built from the ground up. I also don't intend to add any tunnels or anything too far reaching from the original design of Avalanche. I like its simplicity.

As for lowering the height variation, I think there are a few problems with it:

1) The outer ring would then be at the same height or higher than the central structure, not only in contrast with Avalanche, but at a detriment to how the map plays. I already had to lower the central structure to align more with the bases, and I think I've hit the sweetest spot possible within the limitations of Ravine's static geometry. I want to avoid Laser looking across or down at Shotgun.

2) Lowering the central structure weakens it relative to the bases, and I'm already worried the bases are too strong. The red base can't be lowered any further and the blue base, although it could be lowered, I believe it would be at a sacrifice to its design—the red base is already making this concession, and that's partially to balance its forward placement.

3) Assuming I squish blue base and the central structure down, and restructure the middle to cut the now flat sightline, I'm not really being afforded the budget then to fudge around with trying to make a natural structure. I would probably be able to solidify the ramps, but I don't believe that necessarily benefits the gameplay immensely, or even enough to counter-balance how much a low central structure redefines the map.

All of that said, it's certainly something I'll consider and play around with.

At this juncture, I'm less concerned about large restructuring and themes, and more concerned about gameplay. Available cover, sightlines, and power positions. How encounters play out in given areas. Weapon and vehicle placement and resupply times. Spawn locations, especially in CTF. Things like that.

Thanks for all of the feedback, though! It gives me a lot to think about.

I know how you feel completely, honestly Ravine may just be the hardest of the Forge maps to forge on if planning to use the Natural Terrain, but I also prefer its more grassy and Halo CE style Forerunner appearance. I was hoping that perhaps the upper Natural path could be used efficiently to make the Grav Lift area in the middle look better overall, and less of a worry on performance, but it would be pretty hard to pull off simple due to Ravine being largely assymetric, mostly the Rock placements.

I am going to give a look at it some more tonight and try to bring some better ideas your way :), but most of those are things that could improve it here and there, if possible without being restricted to much due to Ravine itself.

Avalanche, even a reimagination is hard to pull off, I dont think even Forge World really allowed us as forgers to just go crazy with the design and have as much similarity as you have pulled off here on Ravine, especially the size of the map being so similar to the original Avalanche.

Just remembering the Original makes me hope we get some Forerunner textures soon to play around with :P, I think the Meltdown map has the perfect styling, and Grav Lifts, I would love to see them give us a larger scale map with that Texture style, with a terrain similar to snow, that is my dream to be honest lol.
:One does not simply put the Master Chief in a Wheelchair:

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Flood Map Rapture- Preview Coming Soon.

Competitive Map Artemis- Rebuilding In Progress on Forge Island, Preview Coming Soon.

Adopted Design Cartographer- Revision and Remake of Colonel Keller's Cartographer.


Adopted Sanctuary Successor Design- Originally a Concept, Project, started by Warholic on Erosion.

#10 Nitro

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Posted 09 January 2013 - 08:39 PM

One of my favorite Team Snipers map in H3, awesome vision dood.

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#11 Digital Limit

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Posted 09 January 2013 - 10:16 PM

Thanks Nitro, I've had a lot of great Binary Slayer matches on it which isn't too far off.
My map: Landslide

#12 JLAxxSPARTAN116

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Posted 17 January 2013 - 01:44 PM

Awesome map. I loved avalanche and this is just like it but with a Mech in it lol.



Also tagged with one or more of these keywords: Remake, 5v5, 8v8