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Preview Keystone (Foundation)

Discussion in 'Forge Discussion' started by nillapuddin626, Dec 11, 2012.

  1. nillapuddin626
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    nillapuddin626 Member

    Keystone

    "This colorful battleground in Requiem Coastal Zone 08 serves as a Foundation for Spartan Combat Training while on Requiem."


    Ravine provides a beautiful canvas and I knew I wanted to bring back my designs from Reach and improve upon them, so with many hours of comparisons and refinements, I present to you my first public version of Keystone.

    As always, all gametypes, 16 players, and boat loads of nostalgia are supported.

    Feel free to leave any comments/feedback/suggestions but more importantly download and have a great time playing


    Spartan Hub -> Settings/Files -> File Browser -> Maps -> File Share Search -> GT: Nillapuddin626 -> Map: Keystone

    Everyones favorite polygon!
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    Turret to Mid
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    Turret to Turret
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    Mid to Cyan
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    Cyan looking Across
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    Red Base - 1
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    Gold Base - 2
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    Blue Base - 3
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    Green Base - 4
    [​IMG]


    I hope yall like my version of Foundation, I wanted it to be colorful, memorable and tons of fun.

    Spartan Hub -> Settings/Files -> File Browser -> Maps -> File Share Search -> GT: Nillapuddin626 -> Map: Keystone

    I love forging and love making remakes, but make no mistake I do it for you, the community.
    Enjoy, Nick
    Last edited: Dec 11, 2012
  2. bmurf
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    bmurf New Member

    I like this a lot. The palette on Ravine is perfect for foundation. The only real complaint that I have is that I wish the walls were bit higher so that you couldn't jet pack up on ledge. I know that you put a soft kill zone there but with sprint you can run from one side of the map to the other on the ledge. I know raising the wall would make it look less like the original, but it would help it play more like the original, IMO.
  3. JKaddict
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    JKaddict New Member

    about the issue of jet-packing over the walls, you may want to look into the "invisible walls" how to video in the Forge Tutorials thread which is stickied... I've found that these work better in some situations than soft-kills to make the level confined to where you want it to be.

    Personally, I feel that some of the colors are too overstated... there are some colors like cyan, gold, and seafoam that are less dramatic. This is too colorful for my taste, but that's just an opinion, not a critique of your level.

    In the screenshot below, I recommend making the two large flat block pieces (are they 5x5 flats?) oriented in the same way... up/down would look best IMO.

    The fact that the bottom part is oriented differently from the top looks weird...

    Other than that, this is probably the best recreation of FOundation I've seen yet. I like!


    [​IMG]This image has been resized. Click this bar to view the full image. The original image is sized 1024x576 and weights 834KB.
    [​IMG]
  4. nillapuddin626
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    nillapuddin626 Member

    First, thanks for the love friend. Im glad you like it.

    at first I thought I knew what you meant, but now Im not sure. Which "ledge" are you referring to?

    [br][/br]Edited by merge:

    Thanks for your kind words Im glad you like it

    There are "invisible walls" on the map, Im not sure which area the previous poster is referring to. There is a ceiling and since you cannot walk on the outer rim of the map (too steep of an angle) they were not necessary on the sides.

    I completely understand if you think the colors are too harsh, they are powerful, but I am fond of it.

    It also makes calling out, and keeping a reference for where you are as a player very very easy.

    I also know what you mean about the 5x5's, during development I had them oriented the same way, but personal taste and opinion of others I changed it.

    Not indefinitely, I suppose, but I certainly like it better that way.

    Thanks so much for the crit's, I hope you enjoy it
    Last edited: Dec 13, 2012
  5. bmurf
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    bmurf New Member

    The top part of the wall where it is angled. You can jet pack up there and then sprint almost 180 degrees around the map.
  6. nillapuddin626
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    nillapuddin626 Member

    I understand what your saying, that might just be an unevenness created by the wonky save process. On my xbox you cannot stand on those areas, if necessary I will overcompensate and move all the outer rim in by 1 coordinate if it would be more consistent from player to player.

    edit: that said, I understand what you mean, and that has never been an issue in numerous playtests. Maybe in customs by yourself, but when actually playing that is far from a legitimate strategy, walking on a .01 thin rail while in a soft kill zone is not exactly holding an advantage over the opponents.

    (In my opinion)

    Again though, thank you for your criticisms, keeping me humble and honest
    Last edited: Dec 13, 2012

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