No. Not at all. If this comes off like Hugeass in any way other than being large in terms of mesh area, I will consider myself a failure and not release it. Hugeass's gameplay was horrible, because for all the open space the map had, there was little or no reason to stray more than a kilometre either side of a line running from one base to the other. It was a waste of space and it was only fun when griefing or playing with coordinated teams of intelligent players (read: not pubbies), much like Coldsnap.
true, hugeass=fail...
also, I haven't seen any screens of this map yet. mind showin some updates if its not to much trouble, maybe a small vid of inside the map if possible.
other than that, I can't wait to see this map released as from what you have invisioned for this map, it won't be like hugeass...maybe in size, but not in game play value.
good luck and have fun making it.
Tbh, as much shit hugeass catches, its not completely worthless, whered the idea for this map come from?
Simply put hugeass is a good map for inspiration because no one ever did something like it before, Tiamat had some good ideas for it, his vision probably wasn't far from the idea behind this map. A big map, but with purpose and controlled gameplay encouraging teamwork.
I think the problem hugeass suffered was too much energy was spent on the vehicles, hugeass was made back when not many people knew how to make them still.
Also, I'd like to point out that Tiamat obviously wasn't satisfied with the way it played and tried 2 more times (Coldsnap and Coldsnap 2) to get it right.
I just hope you can get it right, I think you have a better chance though because you plan on settleing for less of the unrealistic vehicles.
E: I'd also like to point out that the concept is nice, but reminds me of hugeass with forerunner structures x_x just my opinion.
E2: some comments on your layout ideas, theres some good ideas there, but I'm worried that due to the size of the map, and the seperation of the paths, and if teams do end up working well, as teams, enemies crossing paths within the said canyons will probably end up being unlikely with so many choices that end up isolating you and your team from the rest of the map.
Which brings me to my second observation, teams will tend to always push through the center path because they know once they leave it, the other team will be free to just get a strait shot at there base with little resistance.
Its hard to say, your ideas seem good with the layout, the only way to find out really is to test it.
Last edited by Apoc4lypse; February 4th, 2009 at 12:50 PM.
Halo 3, Infinity, and the second level of Halo. No inspiration was drawn from any existing CE maps let alone that monstrosity.
As I've said before, it was immensely fun when playing with good friends, as was testing Coldsnap; once they went public they lost all their charm and became off-limits except for griefing or massive gatecrashing sessions (i.e. bringing 5+ intelligent people with you to work together) as far as I'm concerned.
Yeah, the plain end is far more open and the same thought did strike me. I'm going to try break it up with considerable amounts of ground cover, small ravines and creeks, ruins, etc. Hugeass would've been a lot better if the ground wasn't so plain, so I certainly don't want to leave it open.
Yeah. The map is pretty much designed for organised teams who can work together; I really don't give two fucks about pubbies who think lone-wolfing is the only way to play or teams where there are too many Chiefs and not enough Indians. The 'organise or die' thing is what I'm going for, with each team ideally dividing into smaller, close-knit units. I had actually thought this map would be great for Modacity gaming sessions, since most of us who have been around a while can work together but have our own clusters of best friends.
The centre path isn't really the be-all and end-all it might seem. It's the largest and most heavily defended, and while open to all vehicles, it's still a death-trap for many of them. The flank paths and sniper roosts are the less obvious option for an assault or blocking manoeuvre but far stronger, in theory at least.
That'll be the fun part.
Sev - no screens or videos because I've just moved, my internet is up and down constantly, and I've been spending most of my time either looking after my grandmother or visiting my parents. At any rate I don't have the talent to make a decent-looking map yet, hence focusing on concepts before I even think of anything else. This probably won't be released before the middle of this year, and it may even be later, but I fully intend to complete it no matter what.
Actually I'd forgotten all about that one, Snaf and I were trying to get a sight without ruining the AR's distinctive silhouette. Now you mention it, I was planning to redo that model at some point...
Update on the project - my mate Dave is really wanting to get into mpping for Halo so as well as being a learning experience for me, I'm going to ask him if he wants in. As far as my mapping goes, I'm going to try get some more of the temple entrance done. So far it's looking pretty plain to me, and compared to Mass's structures it really doesn't look remarkable at all and that just won't do.
Last edited by rossmum; October 19th, 2009 at 01:15 AM.
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