OBSERVATORY: Halo 4 Custom Map

GT: Crimson Flux
Map: Observatory [Ver x.x]
Canvas: Impact

Gametypes: Slayer, Flag, King, Ball
Players: FFA 6-8+, Team 8-16 (may work for doubles, haven’t tested yet)

Notable features:

  • Asymmetric (not your cut and dry MLG map)
  • Single level with multiple slopes
  • Extensive use of cover
  • Balanced travel times to heavy combat areas/ordnance drops
  • Teleporter (holds true to balanced travel times)
  • Wreckage zones with hazards
  • Center room with ladder mechanic
  • Ascetic docking/circling space crafts
  • Fantastic flow with easily distinguishable features (again, no need for team colors on every wall)

ForgeHub Showcase:
http://www.forgehub.com/forum/halo-4-forge-discussion/142640-observatory.html
(Includes design overview, spawn/ordnance maps, gametypes guide, and version updates)

Screenshots:
(Thanks to Database Error)

-Flyover

-Interior


Gametypes:
I have uploaded custom game variants for FFA/Team Slayer, King, Ball, and Team Flag to my file share that are tailored to the map’s features.

Wow sounds cool very creative and practical. The only question I have is how exactly did you get the “radiation exposed areas” was it just a trait zone or something where you could actually see your shields drain.

I stacked a soft kill zone on a trait zone with 50% gravity and 25% shield drain. While standing in it, you have 8 second before your shields are gone, so it makes it feel like you’re really being bombarded with radiation…

Nice map! It’s nice to see that people are using the trait zones for something other than “anti gravity rooms” that oh so many people have predicted to happen.

I haven’t had the time to test with friends yet, but it looks fairly small. 1v1 to 4v4 would be quite acceptable in my mind.

By the way I sent you pm/message in relation to the map, you might want to check it as soon as possible.

> …By the way I sent you pm/message in relation to the map, you might want to check it as soon as possible.

If you sent it to my inbox here on Waypoint, I never got it D: But I’d love to hear what you have to say.

http://www.youtube.com/watch?v=YwQaKujVY00 is the link that I sent to you.

Just a minor mapbreaking glitch HLGers would be able to abuse.

> …Just a minor mapbreaking glitch HLGers would be able to abuse.

Yeah that would definitely break the map. I’ll get on fixing it ASAP. I wish there was a way to show all kill zones at once so I could see holes a little easier…

As a map builder in Forge I can definitely see where you’re coming from. As sorts I’ve been kind of paranoid when it comes to killzone placements (I put killzones literally EVERYWHERE, haha).

Also I do things like this all the time. My friends can always count on me to break a map they built so they kind of use me as a tester seeing as I know a few HLGing basics (crouch super jump as one such example). The best advice I can give you if you wish to find these mapbreaking parts in your maps by yourself is: leave what you’ve been forging on for about a day or two and then come back to it after you’ve had a nice long sleep. A fresh mind results in a fresh perspective. :slight_smile:

Fixed with Ver. 1.9

It’s especially difficult to zone when I’m not working with a simple, square area (and the fact that 50% gravity with jetpack = ICBSpartan). You definitely made me look a little harder for open areas. I fixed a couple more; should be airtight now, but only time will tell as you said… Thanks again for the help. If you ever have a map that needs testing, feel free to PM me!