Mirage

8v8 Capture the Flag
10

Map Description

  1. Vorked
    NEW MAP LAYOUT MONTAGE!

    Gamertag: Vorked Manback

    This can be found on my Fileshare and my File Bookmarks as "Mirage."

    Hello, everyone. Mirage is a map that EnoughLemon and I have worked on for a long while now. Mirage is a Big Team Battle map based on Infantry and a lone, yet powerful, Ghost.


    Mirage is a map that pits players in a war-torn UNSC mining and construction facility that has since been ravaged by time.


    Mirage has gone through rigorous and gruelling tests from many groups and players. Just recently, it had made its way to some of the CCs and their testing groups, allowing me to get some of the most helpful feedback received to date.

    The map has been completely overhauled in the center, flags have been moved, spawns are now behind the flag and assault location, power weapons have been changed, many weapons were removed, new route choices have been added, and so on.

    Basically, you must see the changes for yourself, and in the newest set of images of the map (The fourth series of screenshots), you'll see just how robust these changes are.

    Pathways are no longer something you must stick to without change. Each path, especially mid, have new ways to move around, allowing for fast lane changing. No more getting stuck dead in a lane that has you outgunned. Now you can finally fight to run away.

    Basically, this overhaul is to help limit turtling in objective gamemodes while also giving a huge array of new mobility options. A rework of spawns should allow gamemodes to be better suited for this map, especially Capture the Flag. It's currently the favorite of the old Mirage.

    WEAPONS ON THE MAP:

    Each Base:
    --Needler
    --DMR
    --BR
    --Plasma Pistol
    --Overshield

    Middle:
    --2 Storm Rifles
    --Hydra
    --2 SMG
    --5 Splinter Grenades
    --6 M9 Grenades
    --6 Plasma Grenades

    Power Weapons:
    --Sniper Rifle - 160s
    --Rocket Launcher - 180s

    Here is the current changelog from "2" (should be 1.5, at most) to version "3" (should be version 2, to be honest).


    Mirage Changelist

    Improper lighting fixed at the column in Pit

    Sniper ammo reduced to 1 extra magazine

    Jump-up platforms added at bottom of Sniper

    Extended red team entrance to large cave

    Added cover near red team entrance to large cave

    Moved back red team cave pillar cover and nearby weapons

    New door and spawn locations in each base

    Minor visual changes to the base designs

    Textures changed on all surfaces that allow it

    Larger cover put in center entrance of large cave

    Lowered rocks separating Mid and Red Yard

    Easier to use jump ups put in red/blue yard to red/blue bend

    Removed unsightly pillars from each base. No more breakout pieces.

    Teams no longer spawn near objective locations

    Added rocky areas for cover in blue/red nest

    New locations for Stronghold terminals

    Improved clamber locations from blue/red yard to mid


    Replaced DMRs with Recon DMR variants

    Fixed most terrain lighting issues

    New stone column added for cover in red cave entrance

    Extended red cave entrance size

    New spawn zones and new spawn locations

    Reduced Stronghold count to 3

    Strongholds no longer sunken into ground

    New lighting put into darker sections of the map

    Weapon spawns put to correct length

    Overshields changed to 2 minute respawn

    Ghost changed to 1:30 respawn

    New minor visual changes to rocks

    Added small pieces of cover in spawn

    Fixed clipping issues with base pieces and rocks

    Removed rocks that had all rock textures at once (???)

    New intro camera pans a wide-shot of the map

    Raised Power weapon platforms from ground

    New Cameras for intro


    Removed CE Pistol

    Removed Shotgun

    Removed Gauss Turret

    Removed Halo 2 Battle Rifle

    Removed grenade at mid/ODST pod

    Lowered rocks in mid greatly

    Lowered rocks in Red/Blue bends greatly for new paths

    New Named Locations: Red and Blue Yard (Between base and Mid)

    Pit Clamber Rocks no longer are removed for CTF

    Cargo rock walls lowered to be clamber points for higher-level gameplay and flanking

    Cargo/Cave walls moved inward to allow

    Flag and Assault pads moved to closer to the ouside of the base

    Needler moved to old Flag/Assault pad locations

    New rock and splitter added to Pit. Adds more cover and higher ground in pit

    New rock splitter has Splinter grenade to help cut off upper entrances

    Added Hydra to rock in front of Cargo/crashed Pelican, near old Shotgun spawn

    SPNKR replaces the SAW in Pit

    Carbines moved against rock cover in Red/Blue Cave

    Neutral spawns outside of the bases are now team spawns

    New Catwalks between Mid and Nest

    Storm Rifle added to each of the Red and Blue Catwalks
    Xandrith, WARHOLIC, Cyan and 4 others like this.

Recent Reviews

  1. leadrambo leadrambo
    10/5,
    This map has a great Aesthetic feel to it, and definitely differs from many forge maps with it's unique geometry and feel. Looking forward to some sweaty games of CTF on this map.
  2. Cyan Cyan
    10/5,
    Plays great, looks great.

Discussion

  1. D4rkpr1nc3

    D4rkpr1nc3 ONI Agent

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    Looks cool, I'm going to download it later
     
  2. Vorked

    Vorked ONI Agent

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    I hope to hear your opinions!
     
  3. Vorked

    Vorked ONI Agent

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    Vorked updated Mirage with a new update entry:

    The Balancing

    Read the rest of this update entry...
     
  4. Vorked

    Vorked ONI Agent

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    Vorked updated Mirage with a new update entry:

    Lag-Be-Gone

    Read the rest of this update entry...
     
  5. Hugabear

    Hugabear ONI Agent

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    Nicely done sir. I'll have to check this out. Take a look at my new map WWE arena:) -Followed:)
     
  6. D4rkpr1nc3

    D4rkpr1nc3 ONI Agent

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    So I'm curious, what changes did you make to get rid of the lag? That was my only real complaint when I took a look at your map.
     
  7. Vorked

    Vorked ONI Agent

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    When two spotlights intersect with each other, especially when there is fog, it causes lag.

    So I removed some of the lights and lowered their range (which wasn't even visible in the first place).

    Gave me a lot to work with, as well. The lightmap/lightbaking is completely updated.
     
  8. EnoughLemon

    EnoughLemon Spartan III

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    Also I got back in town last night and put in some work on the aesthetics of the towers in an attempt to make them more believable. We've also added a stormy sky so that the muddy ground is believable as well.
     
  9. Vorked

    Vorked ONI Agent

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    Vorked updated Mirage with a new update entry:

    Aesthetic Overhaul and gameplay changes

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

    Cyan ONI Agent

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    I really like this map. The weapon placements feel like they were thought out carefully and the map aesthetics look really good as well. The weather change that came with Ghosts of Meridian along with the sounds helped bring this map together really nicely. Some locations are a little one sided though, in the outside route to pelican from red base you can run up some rocks to get a view of the entire blue side, where this path isnt present on blue side. Great map, also beat the creator in a 1v1 on it.
     
  11. Vorked

    Vorked ONI Agent

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    Vorked updated Mirage with a new update entry:

    The Big Overhaul

    Read the rest of this update entry...
     
  12. Vorked

    Vorked ONI Agent

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    Vorked updated Mirage with a new update entry:

    Very small updates, Halo Waypoint Download working

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

    Max Extra Forged Friday Founder
    Staff Member Administrator Forge Critic

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    Here are some thoughts from the Forged Friday lobby of April 15th:

    On the large size for 4's would probably fit Big team a bit better.
    spacing of struts in the base,
    To big for 4's but a good option for big team list,
    Sniper side needs to be opened a bit more

    On a personal note i loved this map for squad sizes to 8's but i think its too large for fours. I love the detail and feel of the map and you did a great job there and the addition of the plasma grenade on the way to sniper is a plus in my book because it shows you may have considered the CE maneuver to blow off sniper. keep it up!
     
  14. Vorked

    Vorked ONI Agent

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    Thank you for this! Since your tests, we have gone through and updated a few things, made sure it was BTB-based (No 4v4), etc.

    I'm glad you're liking it, and I hope I'll be able to start getting proper 8v8 tests on the map.

    Sniper side has been recent split into two cave systems. One is more open, but the section that holds the sniper is a bit more enclosed.
     
  15. Max Extra

    Max Extra Forged Friday Founder
    Staff Member Administrator Forge Critic

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    We do 8v8 testing too i believe you had it marked down as 4's thats why we did that but if you want us to run some BTB on it sign it up again and put down the player size as 16 and we can get to it :)
     
  16. Vorked

    Vorked ONI Agent

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    Vorked updated Mirage with a new update entry:

    Sniper Cave, stop being difficult.

    Read the rest of this update entry...
     
  17. Vorked

    Vorked ONI Agent

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  18. Vorked

    Vorked ONI Agent

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    Vorked updated Mirage with a new update entry:

    Lighting, Cover, and Timing

    Read the rest of this update entry...
     
  19. Vorked

    Vorked ONI Agent

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    Vorked updated Mirage with a new update entry:

    Testing begins anew

    Read the rest of this update entry...
     

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