Panic Station

6v6 Capture the Flag
8.3
Featured

Map Description

  1. Psychoduck
    Hello everyone, I'm back to post my first map on FH since Bunker Hill on the tail end of Reach. So, what is Panic Station? Aside from being an awesome Muse song, it's also a pretty cool map. The initial idea I had for this map was to make an asymmetrical, room-based, single-atrium, 4 'hog map. I wanted to take what basically looked liked a 1v1/2v2 map, and blow it up to work with 'hogs and big team games. Of course, it was never that simple. As I designed the map, it evolved to what it is now. It keeps the feel I had wanted from the start, but obviously isn't just a 2v2 map on a big scale. A lot of time and thought was put into the design of the vehicle paths. Warthogs can go almost anywhere, and have two options of where to go at any given time, never being funneled down a path. The warthogs also get to use the upper level of the map, making for a very interesting and dynamic experience when in a vehicle. <br /><br />Panic Station has also turned out to be a spiritual successor of S in many ways. The gameplay is quite different, but relates back in a large number of ways. Like on S, warthogs are thought of as precision weapons. A good 'hog crew can be very effective, but the vehicle isn't quite a game changer. If your team isn't controlling the map well enough on foot, the warthog won't change that. The map's design makes warthogs very fun to drive though, and essentially provides for more exciting gameplay -whether on foot or in a 'hog- than what players enjoyed on S. The gameplay is much more varied, but because of this the balance isn't as precise. <br /><br />As a player on foot, Panic Station is a very interesting map to play as well. The map provides a lot of verticallity, with lots of opportunities for interesting shootouts. A player on foot always has a lot of options at his disposal. Sightlines are long at times, but very controlled. Like with everything else on Panic Station, this is by design. No matter which precision weapon you chose to spawn with, you will feel right at home. No, the DMR isn't the king of every shootout here (I'm looking at <em>you, Ragnorak). In short, the infantry experience on the map is just as refined and enjoyable as the vehicle experience is.
    Darklaser72 likes this.

Recent Reviews

  1. FRYMEN FRYMEN
    8/5,
    Nice for cars. Watch out for rockets.
  2. Skyward Shoe Skyward Shoe
    10/5,
    This is one of the strongest BTB maps in the game so far, forge or developer made. The map plays beautifully for flag, extraction, and basic slayer, with vehicles and infantry mixing together for one of the best experiences in Halo 4.
  3. Titmar Titmar
    8/5,
    Really solid map for BTB and CTF. Unique driving routes.

Discussion

  1. BasedGod of Grunge

    BasedGod of Grunge Halo Reach Era
    Senior Member

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    Looks very good, sort of reminds me of that Reach BTB MM map that I can't remember the name of, which is a good thing. I love the up and down lines of sites and the vehicle support. If you want extra people to test with ya, feel free to add me at TehGooseIsLoose
     
  2. mazdak26

    mazdak26 Legendary

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    looks cool! I really like the way infantry and vehicles interact. It reminds me a lot of asphalt.

    EDIT: I guess god of grunge was thinking that too.
     
  3. BasedGod of Grunge

    BasedGod of Grunge Halo Reach Era
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    Ah yes, Asphalt, AKA my favourite map ever.

    If this plays even 10% as well as asphalt it will be my favourite FH map of all time.

    (I love Asphalt a little too much)
     
  4. Pwnography

    Pwnography Promethean
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    Looks really nice and clean. I think that's what I like about halo 4 forge. Everything looks like it fits really naturally. I think you could do with a bit more cover but other than that it looks really fun.
     
  5. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    And so the awesome custom games of Halo 4 have begun, where all possible herps and derps of gametypes and ordnance drops are under our control and therefore do not suck.

    Those were an awesome few games we played, especially that hog run. Overall it played great and looked super sexy (sexier with shadows of course but still not bad in the vid.) Hopefully we can iron out any kinks and find the ideal slayer/ flag variants for it. And just an FYI, any visual similarities to Asphalt are not indicative of how the map plays. It's much better and has far less overloading of weapons and vehicles, even in Infinity Slayer. ;)
     
  6. BasedGod of Grunge

    BasedGod of Grunge Halo Reach Era
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    ... Better... than Asphalt?

    This is not possible. Asphalt is GOAT.
     
  7. Skyward Shoe

    Skyward Shoe BTB Legend
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    Well, personally I did not like Asphalt because it felt overloaded with weapons and vehicles and basically personified what I do not like about BTB Heavies. So in my opinion it plays better, but regardless it plays differently.
     
  8. WhackyGordon

    WhackyGordon Mythic

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    Looks good. I like the design over S. More interesting. The name and aesthetic too.
    Are there call-outs though? Looked kinda homogeneous in that video.
     
  9. BasedGod of Grunge

    BasedGod of Grunge Halo Reach Era
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    I see. Still though, the layout of the map is by far my favourite kind of layout, and it looks like it will be quite fun.
     
  10. Behemoth

    Behemoth The Man With No Face
    Senior Member

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    Ducky, I need to get in on a game on this, NAO.
    Seriously, it looked great, even unfinished, but now... Oh my.
    I absolutely love the hog track and how you can "basically do whatever the **** you want."
    Nice addition with the vehicle pads, too.
    P.S. Panic Station came on the radio last night and this immediately came to mind :p
     
  11. Waterfall

    Waterfall Legendary
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    Asphalt and trident are awesome in tach matchmaking, I wish they would have seen port authority.
    Anyways OT: I love this, I don't know why but I get a feel when looking at this as I did first time I saw port authority (which required a lot of tissues) liking the layout and the verticality of it. Kind of curious to see how dominion turns out here but it looks like CTF will be amazing,

    OFF TOPIC AGAIN:
    I hope they start looking at user made maps soon and actually make good choices as to what maps go into matchmaking (not cragmire,worst map EVER]
     
  12. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Well seeing as my map S in Reach was essentially a more streamlined version of the design Asphalt used which was made months before Asphalt was, I would say that i have that base covered. This was not inspired by Asphalt at all, although it was somewhat inspired by S. A lot of inspiration actually came from smaller, room-based maps in reach.

    The video makes the map out to be a bit homogeneous, but it really isn't. The dynamic lighting (which isn't in the video) helps this, but the two sides of the map are different enough to make them each instantly recognizable. One side has a rock floor while the other does not, the two atriums are very different in shape, and the two sides of the map in general look pretty different. Of course there's also callouts like "Red sniper Bridge", "Red Atrium", and "Red Elbow Ramp" as well, even though the objects aren't actually colored red or blue.

    Thanks for all the other comments as well guys. Hopefully you can all get some games on this at some point. It's been a lot of fun so far.
     
  13. Berb

    Berb Mythic
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    This looks pretty sick Duckman. The pieces you've used look really nice, and I've been up to something similar with the gold coloring. I'll see if I can get in a lobby on this during the week.
     
  14. SilentJacket

    SilentJacket Legendary
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    pleaseoplease let it have a panic button (and by that, I mean a landmine)
     
  15. Audienceofone

    Audienceofone Mythic
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    My one complaint is the title, so nothing important (I only expect that this is the first of over 9000 'stations' we will be seeing on Impact).

    You need to invite me to test this, I loved 'S' and the mere comparison was enough to make me giddy enough to use the word 'giddy'. That's damn giddy. The video looked nice too, too bad about the lighting, I assume it looks far better in game.
     
  16. Kittenpaste Company

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    Looks fun. :3 I need to get back onto Live... :s
     
  17. Titmar

    Titmar Le Mar du Teet
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    the map is gorgeous and is the first well-forged map we've seen in H4.
    i loved the layout.

    my problem with it was not with the map itself, but with ordnance.

    during the games we played on it, ordnance was simply out of control. the map felt too small for the huge amount of power weapons that were running around on it, and additionally, the hogs felt over-dominant, as i commented in the game session.

    looking forward to the final version where these minor issues will have been addressed.
     
  18. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    I've actually re-worked the ordnance system since we played. It's really the randomness of the infinity ordnance that causes any issues at this point, which is a problem which occurs on any map. If it really becomes an issue, we just won't be able to play infinity slayer on forged maps. Also, I don't believe the hogs were too powerful, there's a lot of ways to counter them (more now with the changes I made to the ordnance system), and I think the problem is that the teams were so imbalanced last night. It's not rare for Shoe and I to rack up a crazy hog run like that on any map anyway.

    Thanks for all the comments anyone, I'll be testing this again tonight.
     
  19. Titmar

    Titmar Le Mar du Teet
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    good to know. send an invite.
     

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