Reconstruct

4v4 Slayer
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Map Description

  1. AngelitoCO
    Reconstruct




    Thanks to Brusky0086 and Unsorted Gaming for the videos.

    Another Brusky0086 video
    ForgeHub: The iForge Experience 6-16-17 Part 1 of 2 :)

    A remake of the Halo 3 Construct Map. Not a perfect remake but brings you memories of playing Halo 3.

    About map lifts:
    • Lifts works smoothly.
    • You can throw grenades on the main lift at any angle and they will lifted to the top (works at least 90% of the time)
    I enjoy it playing H3 Slayer gameplay by WyvernZu

    Added/fixed:

    • Smoothed the lifts and added more lift so you can throw grenades
    • Added sounds
    • Added gametype assault
    • Added gametype infection
    • Added scripted "guilty sparks" (you will see them flying around the map)
    • Added location volumes
    Soon/Fix:
    • Try and reduce budget (it's over 1300 pieces) cause a little framerate when standing on both ends of the map looking to the center.
    • Always be looking for ways to improve the map

    I'm open to hear your ideas or suggestions...

    Enjoy... :)
    D4rk, Ryley, xXBarthXx and 5 others like this.

Discussion

  1. Unfound

    Unfound Art Team
    Forge Critic

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    This looks fantastic! I'm yet to test in game, but initial impressions lead me to believe it could be the best construct remake yet.
     
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  2. xXBarthXx

    xXBarthXx Spartan II

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    Looks great! I'll have to give it a try :)
     
    AngelitoCO likes this.
  3. Ryouji Gunblade

    Ryouji Gunblade Spartan I

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    I love the upwards floor lights.
     
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  4. D4rk

    D4rk Spartan II
    Forge Critic

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    So just a few things to help with the frames. On a map with many pieces, groups cause framerate jarring, you have 41 groups, ungroup everything. The bottom mid glass... it looks good, but sacrificing that aesthetic, you could in turn use one floor piece and add a pattern or something with just a few pieces and get rid of everything underneath. You can see the other pieces that stick out down there and you had to use a lot too make that floor work. You would get 40+ pieces back out of the middle by doing this. These two things alone would help you dramatically. Behind the map, you have an additional forerunner pylon floating that no one can see. Also when you look at the 256x256 pieces behind the emissive wall, you have them side by side poking out of the map. You can just center one of them and no longer need 4 of the 8, since they stick out, no one can see this. Not to mention it is just that much more that the lighting has to draw a shadow for.

    Kill boundaries are needed outside near the pylons, you can boost and ground pound to them breaking out. At the bottom by the blue initial spawns, if you spawn in, under the ramp on the left you have a 24x24x2, there is an obvious hole under it going to the middle down ramp. A bigger piece would be suffice.

    The shield colorable walls, put projectile blockers along them so grenades bounce more predictably, nothing like nading yourself because your grenade bounced off a small design. Plus, in the original, those upper long sightlines were naded constantly.

    I would also look at safer spawning, you have a lot of open spawns. You may find that some players will spawn in being shot at.

    And to be proper, take the sword off the weapon pad as it isn't a tier 3 weapon, put splaser on one. That would also help the flow in non objective game modes as the top is always a heavy play area in slayer game types. This would bring the players down a bit.

    For CTF, change up your spawn volumes, dividing the map in half. Use 4 as you have, disabling opposing team spawning on each side. If you need an example, check out Ancestor's spawn volumes. 343 used my file for the playlist.

    Disable or repurpose spawns that are within a stronghold. You should never spawn in capturing a point.

    A few pieces stick out funny here and there, as a personal preference, I would encourage you to look around and clean up anything that looks not connected right. A good trick to make some maps look less forged, don't expose obvious lines and pieces in a way that the player can instantly tell which forge block it is.

    Lastly, if you have anymore frame rate issues, using many accent pieces (like the pylons) also can cause a dip in frames. Only if the issue still happens, consider removing a row of the outer pylons.

    I love your map, I spent a good hour searching and typing. Please, feel free to invite me if you would like to look at this together.
     
    AngelitoCO likes this.
  5. AngelitoCO

    AngelitoCO Spartan I

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    Thanks for helping me to get the map better.. I'll look into every detail you mentioned and try to simplify and fix..

    Some aesthetics, spawns, spawn volumes, weapons and game modes are exactly where they were in Halo 3 but because this isn't halo 3 I'm willing to sacrifice some things to achieve a better gameplay in H5
     
    D4rk likes this.
  6. D4rk

    D4rk Spartan II
    Forge Critic

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    Spawning and volumes work completely different between these two games. Gotta use the Halo 5 sandbox! :)
     
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