I present to the Halo community, Refuge, co-forged by Overdoz1z and Xx Overkill VR.
Screenshots/Videos:
Overview
Base
Sniper hut
Rock area
Raised Needle Rifle walkway
http://www.youtube.com/watch?v=Tlq1BPPf0j4
<mark>New Video Uploaded 5/5/12</mark>
<mark>http://www.youtube.com/watch?v=-Jk868TmkWg</mark>
This map was created to absolutely replace Asylum in all of matchmaking.
<mark>Download Instructions: Search for the tag “REFUGE” in the custom search file browser.</mark>
Regular community maps must support 2 local players but this map supports 4 local players which is the absolute highest requirement to get it to actually replace Asylum.
Not many maps forge maps can be touted as supporting 4 local players and this much is evident in the fact that Infection just recently received custom variants of existing maps. Key word here is existing maps b/c the Asylum and Uncaged variants are just that, variant, which use the same exact pieces but “ingenuously” placed in a “destroyed” manner.
This map is more accurate to Sanctuary and does not feature extreme unbalance in the layout of the map like Asylum. The ring doorways were rotated to prevent lines of sight from Sniper to Sniper, carbine bridge was raised to block the line of sight from Sniper to Flag, rocks are placed in a more accurate manner which provides better cover and less clutter and overall the map is more balanced, more structurally complete and more aesthetically appealing than Asylum.
Refuge uses almost half as many pieces and $1500 less budget yet looks and plays much better. This is due to the fact that competent forgers built it using maximum efficiency and optimal piece usage. Where Asylum suffered framerate lag in both full screen and occasionally in split screen this map absolutely does not.
The map has been submitted to Cartographers and is pending its status with 343. Show your support in this thread to get Asylum replaced with Refuge. Every little bit counts. Recommend the map and thumbs up the video to spread it to your friends. Run it in your custom game lobbies and talk about it with your peers. Show your thanks and keep the thread bumped!
map is a massive improvement over asylum.
It sure looks better from the pics.
I had actually looked at a previous version of this to try and get it in with an Action Sack update. Best thing I loved about it was that the forge world ceiling was the limit. Now it seams that that’s out the window. Pity too, without the soft kill at the top, it was perfect as a map to play Dino Blasters on.
Looks pretty good. Glad it’s not using a full metal floor like I’ve seen some do.
Still I’m curious why the cliff is always walled off. Is it just to give more symmetry or something else?
> Looks pretty good. Glad it’s not using a full metal floor like I’ve seen some do.
>
> Still I’m curious why the cliff is always walled off. Is it just to give more symmetry or something else?
Framerate? Sometimes seeing the out of doors areas off the cliffs can cause issues.
> > Looks pretty good. Glad it’s not using a full metal floor like I’ve seen some do.
> >
> > Still I’m curious why the cliff is always walled off. Is it just to give more symmetry or something else?
>
> Framerate? Sometimes seeing the out of doors areas off the cliffs can cause issues.
gameplay balance …
Vastly superior to Asylum and more faithful to the Halo 2 map.
Another benefit is that you’ve kept this in the same area as Asylum so it wouldn’t take very long for players to get adjusted to some of the updates which go a long way in making it play so much better.
Good work!
> Looks pretty good. Glad it’s not using a full metal floor like I’ve seen some do.
>
> Still I’m curious why the cliff is always walled off. Is it just to give more symmetry or something else?
Balance both physical and psychological.
Having an open sky on one side of the map is not only unbalanced for red team but is also a major distraction.
Being able to shoot from Blue Carbine to Red Shotgun is not possible on the other side and should not be possible at all since the map becomes asymmetrical at that point.
Just like Beaver Creek, it may look symmetrical but one side has the clear advantage.
Also being able to jetpack around the back end of Red sniper but not being able to do it at Blue sniper is another issue.
> Also being able to jetpack around the back end of Red sniper but not being able to do it at Blue sniper is another issue.
This can also be accomplished by sprint with the right Ninja user and practice. Otherwise, it looks good, but my big thing is looking at the viewpoint of rocks from sniper spawn. I’m going to take a more in-depth look at this in-game, but one of the issues with that is because the rock formations were built like they were is due to a sniper spawn trapping players in that area with absolutely no counter resistence. I’ve run into teams that can power rush top sniper and coordinate 2 2’s team shot drop a person under T.U. settings, grab the sniper, and go to work. The rock formations in this regard is actually a safeguard against these players who instinctively know where players move to off-spawn/grabbing sniper and can shoot them down, but in the end, can’t accurately shoot within the rock formation spawning. Ironic I know, but hey, if that’s what they are good at… that’s what they are good at.
EDIT:
After quickly booting things up and running the course really quickly, I’ve decided against changing it, my comments are my express concerns about this and only my own. I’ll do a test run with a few competitive people sometime later, but as of right now, I can’t support this change.
Comments:
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the bridge of stage to sniper allows for pot shots all the way across the map due to its depth in the lower back. This isn’t a problem except in SWAT gametypes.
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The sniper range available from stage is now extended a good additional 20-50 feet because of the map spacing (personally, I didn’t test for length, but your map feels like it has more length to this. The reason Asylum is liked by most is because of its tightnes to be able to get from one aspect to another for quick reinforcements. I can’t see other gamers enjoying this extension, even if it is only a feeling in my gut.)
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Ring 2 jump ups are improperly spaced. This also creates an issue as Asylum jump up rocks on the top have glitched players short to the equivalent of a Anniversary jump setting. If this happened, for any reason, the player now has to burn three seconds just to get back into the jump position.
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The height levels are nice to me. Makes it difficult for snipers to have a set firing line on multiple areas, but the reason for this was to due center stage being the focal point of the map. a support sniper can drop anyone who crosses the 50% line because of this. While many competitive gamers don’t like this, it is the way for a competitive gamer like myself to provide forms of backup when my distance and angles are limited otherwise.
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Rock spawns are great, but its a huge gap between the spawns. your forcing players to go center stage which to any random precision grenade throw is killing players off spawn. From one competitive angle, I can see why you did it, but I can’t say I like the wide openness for other gamers who are not competitive.
Other then that, I love the map flow level and viewpoints newly available and definitely recommend it for a competitive only playlist. Team Snipers is coming to mind and would definitely improve with this addition. There’s my .02
Hopefully, just hopefully we can have a new sanc.
What is really wrong with asylum?
Th only thing i can think of is the shotgun tunnel jumps being a ledge sticking out of the wall instead of a rock took a bit of getting used to, but its not really a problem now.
Superior and more stable version than Asylum, I’m all for this.
> What is really wrong with asylum?
>
> Th only thing i can think of is the shotgun tunnel jumps being a ledge sticking out of the wall instead of a rock took a bit of getting used to, but its not really a problem now.
It also has bad frame rate issues when looking from one sniper spawn to the other and asymmetric spots which give red team Jetpack users much more to work with than blue team’s Jetpack users. Being able to shoot from blue team’s Needle Rifle into red sniper is also a symmetry flaw as the same is not possible from red’s NR to blue’s sniper thanks to the cliff.
It looks great. If it stops snipers from sitting in their box killing everyone on the map I’m all for it.
Colourful commentary aside, congratulations on finding a more efficient map construction.
I thought sanctum was pretty good, looking forward to the improved version.
Now to get a good turf remake into rotation…
> I thought sanctum was pretty good, looking forward to the improved version.
>
> <mark>Now to get a good turf remake into rotation…</mark>
