Feedback on 1 v 1 arena style map

Me and a friend have created an arena style competitive 1 v 1 map that is symmetrical and cover gradually spawns in through the game. I Believe the map we have created is very unique and others would definitely benefit from playing it. Example using it to warm up before playing as its much better than playing something like octogon as it introduces the use of cover.

we would greatly appreciate it if you could check it out and give us some feedback :slight_smile:

FIleshare: Joooooohnchilds

make sure to download the gametype as well

My schedule is pretty busy this week, but I’ll check it out if I have the time. I like the idea of gradual cover spawns, sounds like a very interesting game dynamic…

Also, this kind of thing belongs in the Community Creations section of the forums from now on. Thanks!

Many thanks mate I am new to the forums I will repost it there :slight_smile:

Many thanks I am new to the forums I will repost it there :slight_smile:

Any time, glad to see a new member! Post in the Roll Call section if you want people to get to know you more.

LOCK PLEASE

sorry to be a noob what do you mean lock please ?

> sorry to be a noob what do you mean lock please ?

Since your partner who has the fileshare with the map on it posted a new thread in the Community Creations forum detailing this subject, I figured this didn’t need to be here anymore so I asked for a Monitor (moderator) to close the thread so it’s not detracting from the thread over in Community Creations.

And don’t worry about being a noob, my forum lingo dictionary has improved considerably over the past few years (meaning it was very small before that :P).

o I see I was trying to remove it myself but couldn’t work out how haha thanks for the help

Well, I play with my bro all the time so we could actually playtest this thing over and over and over and over and over again with no effort. I normally don’t do this, but I’ll give it a go. On a side note to ZnaZanz: I’m not completely sure that this is against the rules of the Halo 4 forums. Would it be better suited for the Community Creations forums? Probably, but it’s not necessarily against the rules for this forum. In their example on their welcome thread, they only mention a Halo 4 themed, forged map from Halo Reach. Nowhere did they say that a forged map from Halo 4 doesn’t belongs in this forum. Furthermore, it is a map from Halo 4 and promotes discussion about a map/aspect from this game.

Not necessarily saying that the OP is within the guidelines of the rules, but there is enough doubt at play here to leave it to the moderators, and let them inform the OP whether or not this is indeed within the rules. Simply put, report and move on if you feel necessary. Not trying to be mean or anything, I understand you’re trying to help and do good in a kind manner, but that’s not your job.

> EDIT:played through the map in a quick run through and these are my initial thoughts. I like the asthetics put on the spawn structures, but if people try to use this competitively, you’re going to see a LOT of suicides from people trying to jump on top of them. It already gives an advantage to the player who has played on the map beforehand. You need to make it impossible to get on top of those structures by either adding mass upwards so that it’s no longer a reachable platform. Secondly, you need to put respawns throughout the map because having only one respawn per player will lead to spawn killing. I understand you’re trying to promote predictability and skill with this map and gametype, but the respawn system in this map is a bit of overkill.
>
> Minor suggestions I would make would be to push the walls you have slanted a little closer to the middle of the map. As they are now, they hug the walls a bit much. As with that, have those walls spawn a little sooner into the match. Raise the center windows by adding mass to it upwards in order to accomodate pushing in the walls (since I noticed that you couldn’t jump on top of it as the map is now). Add more respawns for the players. Remove the boltshot and the seal off the tunnel that accomodates it as it promotes camping, and slows down the gameplay you’re looking for.
>
> I really liked the idea you have. I love the idea of the map building itself throughout play. I also love the fact that you forced the use of “skill jumps” to utilize portions of the map. With a little tweaking, you could have a really good 1 v 1 map.

Dat username

ballsackhunter top1

Thanks for the feedback you got some very good points been taking them into consideration. I agree with moving the slanted walls forward it would make the map feel less cramped and adding mass to the bases to prevent people new to the map from killing themselves from jumping on top would definitely make it a more level playing field for new comers.
I thought the tunnels allowed for some really exciting play when losing a battle and trying to use the tunnel as an escape to juke the opponent out. What’s your views with not sealing the tunnel and just removing the bolt shots ?
One thing you mentioned was the windows in the middle you actually can jump on top it’s another skill jump you need to crouch jump we have purposely made this difficult as you may have noticed there is a hologram on top that you can get. The hologram respawns every minute and the idea was if you killed your opponent near the centre of the map you would have just enough time to complete the jump and get the hologram.
However the main point I am unsure about is changing respawns as with the current respawn timer it allows the player who has died to challenge the opponent before his shields have rebuffed. This prevents spawn killing as it forces the player who has won the last battle to use the cover provided. I do agree though that spawn killing could be an issue if there was a great difference in the two opponent’s skill levels. With this is mind I will be testing the map with different spawning maybe so you only spawn in your half the map ? I am very unsure if this would work competitively though :confused:

thanks for the input again.