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Forge Hub > Community Files [Closed Until Fileshares are Transferred to 343i] > Reach Maps & Gametypes > Reach Competitive Maps > Narrow Extent
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February 10th, 2011 #1 (Permalink)
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leegeorgeton's Avatar

Xbox LIVE: LEE C G
Member Since Oct 2010
Narrow Extent

Min. Players: 02
Max. Players: 08
Supported Gametypes: 3-Plots, Assault, Crazy King, Headhunter, Infection, Juggernaut, King of the Hill, Multi Flag, Neutral Bomb, Neutral Flag, Oddball, One Bomb, One Flag, Safe Havens, Slayer, Stockpile, Team Slayer, Territories
Canvas Map: Forgeworld
Download Link: Download Now
Video update:
Seems the guys at Machinima have created the video for Narrow Extent that I've been too lazy to do myself. I would've focused on some different things, but I appreciate the video none the less.


Welcome to Narrow Extent


Narrow Extent is somewhere between a small and medium-sized competitive map that supports all game types except for Race and Invasion. The map is perfectly symmetrical about its center point with a base on each end, a column-filled hall at the center and several figure-eight pathways moving through the map from end to end and vertically through the three levels.

Narrow Extent plays best with two to eight players or 1v1 through 4v4 team games. While the Spawning is set up to support 16 FFA players or two teams of eight, the map is really too small to provide tactically competitive game play with that many players. If you enjoy crazy action with a lot of players, however, feel free to fill it up.

I spent quite a bit of time working on a proper weapon set and came up with a relatively conservative collection due to the smaller size of the map and its layout. Initially, I placed a single sniper on the map with 2 spare clips and a 180 second respawn at the center of the main level (level 2). I thought it would be a good way to get traffic through the map center. I finally ended up settling on removing the single sniper rifle at that location and providing one sniper rifle on each team’s end of the map. I didn’t want to have a sniper rifle showing up at the center where neutral objectives were for fear that players would have a hard time picking up the objective or the rifle. During play tests I found that the majority of the traffic moved through the center of the map due to the layout of the paths without needing a power weapon to encourage it.

Weapons:

(2) plasma pistol, 30 second respawn

(2) needle rifle, 2 spare clips, 45 second respawn

(2) DMR, 1 spare clips, 45 second respawn

(2) DMR, 2 spare clips, 60 second respawn

(1) shotgun, 1 spare clips, 180 second respawn

(2) sniper rifle, 1 spare clip, 150 second respawn


Below are accurate floor plans of the map showing only the weapon and basic objective layouts. As you can see, Level 3 consists simply of elevated pathways moving from the base ends of the map to the center. Be sure to click the bar at the top of each floor plan to see it more clearly.








The most distinguishing aspect of Narrow Extent is the spiraling pathways moving from the base ends to the map’s center. I think they provide visual interest to the map and are a nice contrast to the darker interior areas. Movement can be slightly restricted along the paths due to irregularities in the floor surface, but after a few times through, it is easy to find the smoothest path. I usually end up doing a single small jump about halfway through to speed up travel from one end to the other.


Blue Spiral


Red Spiral


View just before entering the blue spiral from the center area of the map.


Spartan thrown in for scale


View that is never seen by the players. Sad but true. Maybe in a different map.



Though not quite as pretty as the spirals, the most prominent path through Narrow Extent is the long hall moving from end to end of the map on the main level. At the hall’s center, where the primary neutral objectives are located, is a large room with four columns creating multiple paths. If you look up from the objective, you’ll see the small, lonely skylight.


View down main hall


Looking down on the center of Narrow Extent where all primary neutral objectives are located


Looking up from the map's center to see the sky


Looking across Narrow Extent's center from one spiral entry/exit to the other.


Below are some important areas of Narrow Extent you'll want to be familiar with.


Red base (Blue base is the same)


Shotgun Spawn at the center of Level 1


Sniper spawn on Level 2 near the observation window under the spiral


Strategic jump for access to level 3 spirals from the map's center. There are a few other strategic jumps in the map, placed......strategically.



I have already constructed a condensed version of this map. It lacks the exterior bases, and I think it would work better with the Forge Hub 2v2 Throwdown. Check out the floor plans below and let me know what you think about it and if you have any suggestions for making it a better map for the contest. I will most definitely be losing at least two of the DMRs due to the Forge Hub 2v2 Throwdown game type, but any other weapon suggestions would be welcome. The name for this map will most likely change from what is shown on the plans below.




Thanks for checking out Narrow Extent and thanks to those who checked the map out while I was creating it and offered helpful suggestions and feedback. I hope you all enjoy playing on it.


My maps:


Velodrome_______Cubeskew________Narrow Extent____Arcusphere________Vaulted

Last edited by leegeorgeton; February 26th, 2011 at 02:26. Reason: Adding Video
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February 10th, 2011 #2 (Permalink)
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Xbox LIVE: iM x JacKsoN
Member Since Dec 2010
Florida
I am glad to see this map posted. I enjoyed testing this, and the map came out great. I like the small changes that you made to the map to make it that much better. The spirals look good, and nice thread.


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February 10th, 2011 #3 (Permalink)
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Xbox LIVE: Marcass2021
Member Since Jun 2010
Omaha, Nebraska
that look incredible. you have my DL. when i saw the 1st pic i was like "sweet another corkscrew thing".. then i saw how you made a map out of them. amazing job, this looks fun

EDIT:
the corkscrew is awesome but its reall bumpy it you go the opposite direction. i guess its a good thing you made the flow of the map so there would be no reason to go back.


BackBone---------------------- Bioshock
And a CO-Forge with AvailableMoth. Violacious

Last edited by Marcass2021; February 11th, 2011 at 00:56.
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February 10th, 2011 #4 (Permalink)
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Member Since Aug 2010
A bitchin' Gazebo
Jesus Christ dude, how the hell do you make those?!?! However you did it, you did a damn good job on a competitive map, I wish I could make cool stuff like this. This map definitely stands out amongst the others.
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February 10th, 2011 #5 (Permalink)
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Member Since Jun 2010
Chatbox.
Of course, you must hate me. You fuck up my mind disastrously with Cubeskew (good map btw) and now, there is a version in competitive format. Well, you sir, haz won te internetz cuz im mindfawked, again. You are very talented on making these types of maps. I love them. Not sure how this will play, but im giving it an instant download. Good job, spartan!

11/10 for instant mind fuck
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February 10th, 2011 #6 (Permalink)
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Values's Avatar

Xbox LIVE: Indecent Values
Member Since Dec 2010
Tallahassee
I'm glad you finally got this out! Although I only played it once or twice, it was easily one of the better maps I have played. The architecture and design you put into not only this map, but all your maps amazes me. I remember you complaining about issues with your architecture, but I find it better than perfect. Downloading, playing, over and over..
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February 12th, 2011 #7 (Permalink)
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Xbox LIVE: LEE C G
Member Since Oct 2010
Thank you to everyone for the great positive feedback. While I initially envisioned this map providing more opportunities for some open, mid-range combat, it ended up being a bit more of a corridor-type map. Regardless, I think it offers a bit of a break from the typical, more open format of most forged maps, though I do usually prefer my maps more open.

I'm glad I could mess with your mind again, Mocha.

Ociee, here is how to make those spirals. Take pretty much any forge object and use the coordinate system to place a bunch of them side by side in a long line. Set your rotation snap to 5 degrees or whatever increment makes sense for your creation. Leave the first object unrotated, then move over to each subsequent object rotating one increment more than the previous one. Before you know it, you'll have a perfect spiral made of whatever object you've chosen. I've tried out many of the different pieces and come up with some beautiful spirals. The brace, however, is my favorite, and most useful as well. I made a spiral with the brace a few days after Reach came out and have been looking for an opportunity to use it in a map ever since.

Marcass, you are correct about the corkscrew being harder to traverse when moving from the base end to the map's center. What you have to do is initially start moving on the right side of the spiral. Then as you approach the center of its length, you have to do a small hop over to the left side to avoid being slowed down by the jagged transition between the floor and wall. I move through the spiral with little effort now and even use the same method in the other direction as well. Thanks for noticing it though.


My maps:


Velodrome_______Cubeskew________Narrow Extent____Arcusphere________Vaulted
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February 12th, 2011 #8 (Permalink)
 
III PH03NIX III's Avatar

Xbox LIVE: III PH03NIX III
Member Since Dec 2010
Minneapolis
Once again a nicely forged map Lee C G, and it is most certainly reminiscent of Cubeskew (which I finally attempted and beat yesterday, though it was certainly tricky to say the least). Nice thread and I hope you weren't using CAD on company time like I think you did with Velodrome layouts.

Anyways I digress, digging the corridors and nicely done again. I'm on your XL friend's list so make sure to send an invite my way when ur testing and such, cause I'd love to help you out with your next creation if i've got the time.


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February 12th, 2011 #9 (Permalink)
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Xbox LIVE: LEE C G
Member Since Oct 2010
III PH03NIX III, I have a personal copy of my CAD program at home (got it from my company a few years back as a bonus in lieu of a monetary bonus for the year) so I do my Reach maps outside of work. It'd be nice to get paid for drawing up Halo maps in CAD though, so If anyone wants me to CAD up his/her map, let me know. I'll try to be reasonable, but probably still too expensive.

I'll try harder to invite you. I just get into production mode so often and usually like to have a mostly completed project done before I let people see it.

If you see me on, send an invite. That'll help get me out of solitary mode. I have a few new projects that I'm pretty excited about and would love to get your feedback.


My maps:


Velodrome_______Cubeskew________Narrow Extent____Arcusphere________Vaulted
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February 13th, 2011 #10 (Permalink)
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Xbox LIVE: Mingolikesmen
Member Since Feb 2011
Chicago, Illinois
Wow, this looks insane. I really like the spirals, they add a lot of creativity and are very interesting to look at. This map looks neatly forged and has great aesthetics. You did a great job on making this map unique.
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