Ancestor

8v8 Capture the Flag
9.7

Map Description

  1. D4rkDeath
    TLDR: Ancestor is a Big Team Battle map inspired by the Halo 3 and Halo:Combat Evolved Control room. The area the bases are located in have some inspiration from the Halo 2 map Waterworks. Ancestor has sort of a tug of war feel at times with its map design. The map plays excellently for Assault, CTF, Slayer, and supports Strongholds. There is a lot of verticality to the map with the size of the Control Room structure, but there are a lot of options to make the gameplay fast, fun, and very vehicle friendly while finding great sight lines and areas that provide balance. I feel most BTB maps play the best with a Magnum start, Ancestor is one of those maps. However, it still plays very well with BR starts.

    Here is the video link discussing the BR vs. Mag BTB preference:


    Weapon and Vehicle Listing:

    Brute Plasma Rifle x2
    Carbine x2
    Battle Rifle (Standard) x2
    Scattershot x1
    Gunfighter Magnum x2
    Plasma Pistol x2
    Needler x2
    Gravity Hammer x1
    Hydra Launcher x2
    Plasma Caster (Weapon Pad) x2
    Spartan Laser (Weapon Pad) x1
    Frag Grenade x4
    Plasma Grenade x8
    Splinter Grenade x4
    Splinter Turret x2
    Camo x1



    Banshee x1
    Ghost x2
    Warthog (Tundra) x2
    Wraith x2
    Mongoose x2


    Design and Research

    In order to really get a feel and understanding for this map, we really looked at a lot of Forerunner structures, aesthetics, art designs, history, and lore. My friend and Co-Forger weeeeeman has a pretty deep understanding of Forerunner lore and helped a lot with great designs, feedback, ideas, gameplay thoughts, tedious issues, and much much more. We originally had a bigger map, with open bases that hosted some fantastic spires, but ultimately the map was deemed too large after our first playtest. The spires were cut, the bases were moved closer and put into the ground, and the boundaries of the map were crunched to support a more fast paced, fun, and ultimately more balanced playstyle. Ancestor's main structure went through quite a few overhauls and the bases did as well. The map itself had been upscaled, downscaled, torn apart, and redesigned on multiple occasions. This map idea was created on June 3rd, one month of 4-10 hour forge sessions with 2 or 3 days without forging. Every single piece of this map has been deleted at least once, discussed, playtested, and a lot of effort was put into this map for a quality experience that we wanted to share with everyone, but also wanted to have a lot of fun on it ourselves! To quote weeeeemann, "I want to create an environment that I would like to visit in real life." Me personally, I would be afraid of the Flood showing up. Alpine held the best art direction for what we wanted to achieve with the water, blocking out Alpine and having the cold dark water feel with the mountains back in the distance, which we were able to make them look snowy! In fact, it took many of our playtesters awhile to figure out the map was made on Alpine. A lot of our testers eventually made the comment, "Wait, water? This was forged on Alpine?" We went through every BTB map in matchmaking In order to get a solid feel for weapon layout, size, gameplay ideas, name values, and much more. In those maps, we counted every camera, weapon, grenade, vehicle, spawn, etc. I enjoy making BTB maps and this was a huge undertaking, we hope you enjoy playing on Ancestor as much as we do. *Post Update 2.0* After a lot of feedback from many different test lobbies and other sources, we deemed the map was too big and had a few routes that didn't have the game play we hoped for. These areas have been cut, terrain redone for a cleaner look, and everything moved in some to scale the map down a few notches. We feel this has been a great improvement and have received a lot of positive feedback with our last test lobby! Special shout out to Max Extra's Forged Fridays for some feedback as well!

    Thoughts from the authors:


    D4rkDeath:
    This was so much fun to co-forge, design, and playtest! So much thought was put into every area and we have done so much background work in order to be as educated as possible in each aspect of BTB and tried to capture the design for a Magnum start in promoting map exploration with the Magnum still serving as a good start choice. The piece count increase came at the perfect time! It really helped in adding named values, spawns, cameras, etc. We really wanted to recapture the larger vehicle based BTB of old, maps such as Sandtrap, Valhalla, Waterworks, Containment, etc. The word Ancestor is even a synonym for Forerunner. Ancestor to me also represents the community's history with Halo. This map personally hits me right in the feels. To me Ancestor brings me back to the old Halo games, but all the same brings a fresh twist with the Halo 5 forge.


    weeeeemann:
    When Ancestor was in the concept phase, prior to actual development, it began with the keywords “forerunner”, “nostalgia”, and “fresh”. We played through several missions in Halo: CE, Halo 2, Halo 3, Halo 4 and Halo 5 and took screenshots from forerunner buildings that inspired us. Although I had no intention of attempting such a massive, colossal structure, when D4rkDeath saw the screenshots I took of the Control Room in Halo 3, he said, “That’s it!”. I retorted, “No, that’s too big. I don’t think we can pull it off.” His response to that was “Exactly. That’s why we need to do it”. (Cue the epic, monastic chanting of Halo and repeat after me: “Do the thing that you fear most.”) I wanted to combine old with new, and so we threw in some of that new, promethean-forerunner art direction, with the orange lighting and epic forerunner weapons. We wanted to create a playspace environment that would allow players to run, jump, clamber and fight all over the outside of the control room structure. Our intent was to capture that verticality and epic scale that was in the Halo: CE mission “Assault on the Control Room” (Different Control Rooms can be seen in several Halo games…our creation most closely resembles the Halo 3 and Halo: CE structures). The banshee was the cherry on top of the cake. We decided to forge this map on Alpine because we wanted to use the canvas to create an environment we hadn’t really seen Alpine used for: icebergs, cold, dark water, frozen caves and frozen caverns! I had an absolute blast playing through campaign missions, discussing ideas with my friends, and forging this map, and I hope you have a blast playing on it too!

    Honorable Mentions:

    HUSKYLAPPER16 - For some design feedback, fun ideas, and challenging us in areas with a different outlook.

    TimeDipper - For the great work on the new Banshee platform in update 2.2, feedback and map layout ideas.

    WyvernZu- For help with the lighting, a few redesign ideas, and helping consider every option for lots of areas of the map.

    Forge Factory - Supporting us in helping fill lobbies, provide feedback, and help test the map.

    Thank you to all of our testers for all of your feedback as well!



    Conclusion:

    Please remember that this was designed for Magnum starts. We ask that the feedback provided for the gameplay is for Magnum starts on each gametype, 8v8, Big Team Slayer, Big Team CTF, and Big Team Strongholds.


    Features:








Recent Reviews

  1. N3gat1veZer0 N3gat1veZer0
    10/5,
    Truly one of, if not, the best map in the btb rotation right now. I've been following this map since its conception. Didn't really like it at first and thought it was too ambitious. However, the authors have put forth an incredible amount of effort into making this map what it is today and proving me wrong. Everything about the map feels like it has purpose. The biggest reason I love this map so much is because of how unique it is, both in terms of looks and play. It stands out like a sore thumb amongst other btb maps and fits right in Halo's sandbox so perfectly. The banshee works well on the map, the wraith gameplay is fun, the map's got some crazy verticality to it, but it pulls it off so well and professionally. CTF is a party and a half on this map.
  2. This map was released over a year ago and yet it still remains at the forefront of the BTB experience. Ancestor is the only current MM map that I STILL see played in Custom Game lobbies and there are three simple reasons I can boil it down to. First is the uniqueness of it's design when compared to other H5 BTB maps. Like I said, it's a year old and yet it still manages to deliver exciting encounters and interesting gameplay with it's stand-out design that is unmatched by any other BTB map of a similar nature. The Spire-meets-Valhalla flow towards wanting to maintain control of the middle structure is essential in planning EVERY route on this map, and I think it manages to do so perfectly. Next we have the obvious nostalgia factor. Would this map still be fantastic without the timeless and immediately recognizable aesthetic? Yes, of course, but would it appeal to that nostalgia-center your brain loves to release dopamine from? Not likely. Very few forgers can boast about taking an iconic campaign space and turning it into a remarkable multiplayer map. (See: ALL of Reach...) Lastly we have achieved quite an incredible sense of balance on this map that is absent from a lot of other BTB experiences. That isn't to say that other BTB maps need to IMPROVE their sandbox, as most deliver exactly what is intended, but not many maps are able to correctly balance an aerial vehicle, two tanks, several hogs and ghosts against a single Spartan Laser as the main power weapon. This sense of balance didn't happen overnight, which is apparent by D4rk's sweaty updates! What I think sets apart Ancestor's balance, however, isn't the sandbox, but (circling back to exhibit A) the unique structure of the map. Holding the elevated layered central structure taking up most of the map allows for counters to just about anything thrown at you without making you an all-seeing ever-growing nuisance. All in all, this review is long overdue for a map that pushed the boundaries of traditional BTB with it's structure, aesthetics and balance, all of which circle back to one key thing; that damned Control Room!
  3. CFA Ambersan CFA Ambersan
    10/5,
    Here's to my first review on ForgeHub.

    It was a great experience seeing Ancestor evolve over time into this Narrows/ "Control Room" hybrid. The new bridge allows for more efficient routes to counter the opposition, which is my favorite part of the map. I've always wanted to see a tight gameplay-based map such as this. It gives you that feeling like you are the "king of the hill". Sadly, that gametype does not exist [yet], because it would play tremendously well given the difference in heights. There would be so many places to go to.

    The gameplay is top-notch in CTF and Strongholds. Teams will have a struggle to get the objective to their respective bases, which is how it always should be. The specific weapons and vehicle placement on the map justifies that and allows for some smooth gameplay. Personally, strongholds holds a deep place in my heart for Ancestor.

    Ancestor brings a whole new meaning to nostalgia. With every step on the battlefield, you feel as if you are emerged into the past campaigns of Halo that were used for inspiration towards this map. As I said in a party chat once with D4rkDeath and Weeeeemann; when someone goes up one of the gravity lifts to the control room pyramid, it makes me remember what it's like to have the Flood coming from every direction in the final level of Halo 3. A simple use of a few gravity lifts put that thought in my mind instantly.

    It was an honor testing this map out from time to time with you guys. I would love to see this in matchmaking!

    My only complaint: Too much awesomeness.
  4. FlamminGrunt FlamminGrunt
    10/5,
    Has an amasing level of polish! Never did it feel like a forged map, the terrain is natural and the forunner designs are just smooth. Though not breath taking, the astetics are nice, crisp and not too showy. Plus the fact that the nostalgia of halo 3's last mission hits me like a train whenever im climbing the middle structure, just feels good.

    Now the gameplay is better than i expected. I love vehicles, and the fact that this map has not only has 9 (or more) vehicles, but every vehicle feels good. At first i was afraid that all the vehicle gameplay would be trapped at the bottom moving in a circle. But the warthogs can squeeze thier way through most of the caves for suprize attacks and sneaky get aways.

    I also love the placement of the banshee its in the middle of the map in an open area. Great for quick rushes at the beginning of the game. By the way the pathing for the banshee is by far my favorite i feel like if there was not a spartan lazer i could stay alive in the same banshee the whole game!

    My favorite moment on this map is when me and my teamates are climing the side of the structure to gain control of the top.
    Again its that nostalgic climb to the top from halo 3 that gets me.

    Another note is the bases team spawning areas are well taken care of. There is plenty of cover to defend and the sloping of the terrain makes it hard for a wraith to spawn camp. Oh and there is also a splinter turret which is surprizingly good at destroying vehicles.

    All in all i like this map, if asked what should change with the map...my simple awnswer would be "nothing"

Discussion

  1. HUSKYLAPPER16

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    it was a pleasure to help playtest the map and enjoyed giving you feedback
     
    #2 HUSKYLAPPER16, Jul 3, 2016
    Last edited: Jul 3, 2016
    JurassicWeeMan and D4rkDeath like this.
  2. Ryouji Gunblade

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    I have to show this to my CE campaign-loving friends.
     
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  3. CaptainDireWolf

    CaptainDireWolf Forger of the Wild
    Staff Member Forge Critic Senior Member

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    Holy... my first though when seeing the pics was "It's Assault on the Control Room! OMG so many feels." Looks great guys. Cant wait to check it out. Keep up your masterpieces!
     
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  4. JurassicWeeMan

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    Thank you for the compliment! We most certainly will. Who knows what maps are next...
     
  5. xXBarthXx

    xXBarthXx ONI Agent

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    You guys did an amazing job on this map. Really captures the Halo CE/3 art style and feel and plays very well!

    I think you guys have a great shot at winning the BTB contest :)
     
    D4rkDeath likes this.
  6. D4rkDeath

    D4rkDeath ODST
    Forge Critic

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    Thanks bro! Glad you enjoy it!
     
  7. DC Valorstrike

    DC Valorstrike Spartan III
    Senior Member

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    This looks quite amazing, instant download!
     
    D4rkDeath likes this.
  8. D4rkDeath

    D4rkDeath ODST
    Forge Critic

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    D4rkDeath updated Ancestor with a new update entry:

    Assault Added, clean up, tweaks!

    Read the rest of this update entry...
     
  9. D4rkDeath

    D4rkDeath ODST
    Forge Critic

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    D4rkDeath updated Ancestor with a new update entry:

    Big Room Changes, Lighting fixes, polished tweaks.

    Read the rest of this update entry...
     
  10. Lightwave

    Lightwave ODST

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    Hey weeeeemann,is this the new version of Artifact you were talking about?
    --- Double Post Merged, Jul 11, 2016 ---
    Or is it just a new map you made?
     
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  11. Lightwave

    Lightwave ODST

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    Can someone tell me which one is better?Artifact or Ancestor.Please someone tell me because i`m having troubles which one can be my favorite map.
     
    D4rkDeath likes this.
  12. D4rkDeath

    D4rkDeath ODST
    Forge Critic

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    Haha, that's a choice you gotta make for yourself buddy!
     
  13. JurassicWeeMan

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    Ancestor and Artifact are two different maps. Artifact is in my bookmarks, and is a remix of the Halo 2 map Relic.
     
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  14. Lightwave

    Lightwave ODST

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    I played the map with some friends and after the match,they were shouting over their mics "Where did you get that map!"They told me that everyone involved creating or just supporting are awesome and told me to thank everyone that made,supported and gave feedbacks. Well,thanks D4rkDeath,weeeeemann,HUSKYLAPPER16 and Forge Factory for making this awesome map!
     
  15. Lightwave

    Lightwave ODST

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    D4rkDeath,when do you normally update this map?
     
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  16. D4rkDeath

    D4rkDeath ODST
    Forge Critic

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    Mostly after good feedback is provided after play tests. I am glad you and your friends enjoyed the map, I take it you like the Halo Control Room theme? ;)
     
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  17. Lightwave

    Lightwave ODST

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    Yeah,lots of my friends I played with loves maps with original inspiration.When they went to the control room,they were saying to me that`s the control room from Halo 3!Me and my friends enjoyed the map.Thanks for creating it!Oh yeah,I SMASHED that download button,that`s what I do when maps make it to my "Favorites" list!I can tell you my favorites list now!These are maps I really,really love!
    • Ancestor-Made by D4rkDeath,weeeeemann and others!
    • Artifact-Made by you weeeeemann!
    • Goliath
    • Accursed 9
    • Salvation
    • Purple Reign
    • Jurassic Park-Made by you D4arkDeath!
    • Too Far Gone
    Plus much,much more!
    --- Double Post Merged, Jul 12, 2016 ---
    Weeeeemann,is Artifact a BTB map?
     
  18. Lightwave

    Lightwave ODST

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    Last thing D4rkDeath,can you message me whenever you update this map?Add me as friend on Xbox,my gamertag is:Masterchief1545
     
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  19. D4rkDeath

    D4rkDeath ODST
    Forge Critic

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    Forgehub will notify you and you will have an email notification I think.
     

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