Lazarus Pit

4v4 Slayer
6.8

Map Description

  1. Dunco
    first map made in halo 5. Tried to rework it into a 2v2 but didnt work out so here is the OG 4v4 version

Recent Reviews

  1. I'll try to be as constructive and helpful as possible.

    We tested the Re-scaled 2v2 version in a 2v2 and by majority we were not impressed.

    The map is extremely open, and unfortunately that has a massive impact on gameplay. The higher you go up the more untouchable you become. Players below are offered no options for moving upward besides two paths on either side. Some spots are overpowered in a sense. Notably, the Fuel Rod spawn gives you sight lines for basically the entire map. The Rail Gun spawns so often that a cycle around the map is all it takes to always have ammo for it.

    We understand you were going for a theme but for someone unfamiliar with the references, that map just appears to be brightly colored with an excess of FX.

    The center of the map is a complete "no go zone". Not only is there no incentive for the player to travel down there, it is weak compared to the rest of the areas of the map.

    We feel the map needs much work. You have a good premise and the ideas are all there. Here is what may help.

    -More options for upward travel (lifts, teleporters, paths, etc)
    -Less power weapons/slower respawn times on weapons
    -More protected spawning
    -Encourage traveling to the middle(too much on the outside)
    -Better scaling(Large environment for a 2v2)

    Please keep us posted. The map has potential, but it feels incomplete.
  2. MstrBlonde MstrBlonde
    7/5,
    Played this on 3/18 in Max Extra's lobby. My thoughts:

    The center area doesn't draw anyone in because it is way too risky due to how exposed players are. Even if you grab the OS, it will be spent long before you're in a position to defend yourself or retreat for cover. Adding more cover and/or a quick escape route would fix that.

    Most of my engagements happened on either side of the ring, with every few near the initial spawn areas and zero in the middle. As already stated, the temple has very little to draw players in; the first time I played it I didn't even know it was there until my last spawn of the match dropped me inside.

    After playing it a second time, I was much more aware of where I was most of the time, but it is still a little hard to get your bearings quickly. Some lighting or texture changes would help in that regard.

    Overall the map is pretty solid, I just think it needs some polishing. Looking forward to playing on it again.
  3. Max Extra Max Extra
    8/5,
    I've now played 2's and 8v8 on this map and can say that i love it both ways. I would suggest the happy medium of 4v4 though. The map focus seems to go around the ring of the map up next to the caster or from spanws out of a base leading in to the team coming down from the caster. Hardly anyone one would travel to the middle and those that do would be caught dead. Players also seem to rarely use the bases even more so the temple. I would suggest weapon pad placement for them or intro camera angels to the or added spawn to help drive traffic through them. Additionally the middle of the map is very open and only let those that are ninjas sneak through to aquire the OS or Hammer. I would suggest that you add some more cover to it to allow it to be utilized more. Also the cave walls are a bit feature less and makes it difficult for new players to orient. and difficult for recurring players to make call outs. I would suggest adding landmarks to the walls to help with this.

    Overall I really loved the look and detail of the map. the greed pool and the Atmosphere FX that you added really help drive this as the Lazarus Pit from batman. With all the above mentioned i still loved playing on the map but would enjoy seeing some of these changes. In the end remember its your map and do what you want. I would love to test future iterations at another Forged Friday.
  4. Pat Sounds Pat Sounds
    8/5,
    I played a few games on this in an 8v8 lobby recently, and it was one of my favorite maps of the bunch. The large cave layout is very cool, and pretty unique. The fact that it is inspired by Batman makes it cooler.

    I think the map could improve with some more cover in the center, and a little bit more visual flair to help indicate which side the player is facing. Otherwise, it's a solid map with an interesting vibe. Give it a download!

Discussion

  1. Dunco

    Dunco Troll Whisperer
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    Dunco updated Lazarus Pit with a new update entry:

    Site lines and detail

    Read the rest of this update entry...
     
  2. Dunco

    Dunco Troll Whisperer
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    Dunco updated Lazarus Pit with a new update entry:

    just a few weapon switcheroos and game type stuff

    Read the rest of this update entry...
     
  3. Dunco

    Dunco Troll Whisperer
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    Dunco updated Lazarus Pit with a new update entry:

    map test feedback updates

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  4. Dunco

    Dunco Troll Whisperer
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    Dunco updated Lazarus Pit with a new update entry:

    colored lights and more rock cover

    Read the rest of this update entry...
     
  5. Max Extra

    Max Extra Forged Friday Founder
    Staff Member Administrator Forge Critic

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    So based on the last test, I like the improvements on the temple area, but it still seemed very under used. also navigation is still a problem for most players. I even found myself confused at one point. For me this doesnt take away from the map, but it does need to be addressed. additionally i know your basing this off of batman, but the middle still seems very open and im not sure the OS is worth the risk.

    Still really enjoyed playing the map though.
     
  6. Doctor Squishy

    Doctor Squishy ONI Agent

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    Map Layout / Flow
    The map layout is okay; however, most of the combat seems to be at sniper spawn because of the dominating sight lines it gives over the map. I also had no issues with knowing where I was when I spawned in so the different sides style definitely helped with that. Good job with differentiating both sides!

    Spawns
    I did not have any issues with the spawns. There are some good safe areas to spawn at too which is always nice to have on a map.

    Weapons / Power-ups
    Sniper did not feel too powerful, but I believe that it was due to the high ground being constantly fired upon by the other team in attempts to take the location.

    The overshield in the Lazarus pit itself did not seem to be worth the risk since the center was practically a no-mans-land due to the sight-lines over it.

    Have you thought about trying out other power weapons on the map? Maybe a Fuel Rod Cannon (Kind of fits the colour theme for the pit). A Hydra Launcher looks like it might also work pretty well on this map.

    Aesthetics / Lighting
    Overall I like the looks of the map and did not see any issues with lighting.
     
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  7. Dunco

    Dunco Troll Whisperer
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    I've thought about adding more power weapons. Max Extra had recommended weapon pads in either spawn room to bring the flow into those areas. I'm just worried about too many big boom boom guns but that might add some spice to the battles. Originally the sniper pad was a plasma launcher but it seemed too slow for the map's size but I do love me some fuel rod cannon.

    I think I'm so set on having the overshield be a suicide mission because deep down I despise anyone I see (not on my team) with a green glow

    Thanks for the feed back man!
     
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  8. Dunco

    Dunco Troll Whisperer
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    Dunco updated Lazarus Pit with a new update entry:

    spawn adjustments, weapon pad nudges, and easter egg

    Read the rest of this update entry...
     
  9. Max Extra

    Max Extra Forged Friday Founder
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    Well I can say this map plays extremely well for 4v4 compared to the 8v8 lol. Here are some thoughts:
    • I like the improvements to the map so far.
    • The map still needs work as far as pathing and focus atm
    • I find the bases dont see a ton of the fight, but that isnt a bad thing most of the fighting seems to be centered around top sniper spawn and down near the rockets. Id suggest trying to find a way to split up the pathing.
    • The middle still seem really open and im not sure the risk of the OS. also it blends in too well. maybe add some thing like a podium to help contrast it from the water and bring it out a little.
    • The navigation around the map still needs some work too, some players still are getting a bit confused moving around.
     
  10. Dunco

    Dunco Troll Whisperer
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    Dunco updated Lazarus Pit with a new update entry:

    link and weapon pad changes

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  11. Dunco

    Dunco Troll Whisperer
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  12. Redy

    Redy Hipster
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    I can smell the circle jerking in here.
    Too much text. Only 1 pic.

    2/10
     

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