Resolute

4v4 Strongholds
10

Map Description

  1. N3gat1veZer0
    Resolute
    Bury the enemy in the grave they so happily dug!

    N3gat1veZer0

    THOSE THAT ALREADY DOWNLOADED THE MAP WILL NOT HAVE TO
    RE-DOWNLOAD IT. RESOLUTE 3.0 WAS MADE ON THE SAME CANVAS

    NEW GAME FOOTAGE OF NEW UPDATES:


    This is Resolute, my favorite map in Halo 5 I've made. It's a covenant themed asymmetrical map set in a cave. I decided to mimic Halo 3's Assembly style of covenant when making this map. The pinker side of the Covenant is one I haven't seen in forge maps yet.

    The map is set up for Strongholds and Slayer

    Thanks to @xdemption, @Squally DaBeanz the iForge team, and the Spark Forge Network for helping get some test lobbies together for the map and getting your feedback. You're awesome!

    Reasons I like the map other than I made it:
    The initial spawns: I feel like having the initials at the bottom of the map and have the teams spawning relatively close puts more of a focus on
    Kill enemy team first, Get power weapons later vs the typical set up on current arena maps Race to Power Weapon then punish 2nd place with a rocket to the face.

    Pipes: ... nuf said

    Elevation: When playing and reviewing footage I constantly see players changing elevation to get an advantage on the enemy. It's not always a race to the top.

    *Disclaimer: I'm not saying my map is the only map or first map to posses these qualities at all, just that it's what I like about the map

    Videos on
    previous versions (You've been warned):


Recent Reviews

  1. firenight66 firenight66
    10/5,
    Such a beautiful map N3gat1veZer0. You really nailed the covenant theme. Keep up the good work man! :)
  2. Great map and we all had a lot of fun play testing it. The overall layout tends to prompt players to seek higher ground as they gain vantage points and superior lines of sight. The carbine absolutely dominates in the top level (and I see you reduced its ammo, which is good). The carbine isn't OP though, because it can be countered by a Halo 2 BR which spawns on the bottom level (excellent placement for countering those who camp up top). Also, the teleporter acts as a great way to surprise players up top if they aren't watching their backs. Active camo is in a good spot, and the SPNKR rocket plays really well. We tried regular slayer, snipers, and shotty snipers, and I definitely think it plays best with regular slayer or just snipers. (With shotty snipers, I found it too easy to camp the teleporter area with a shotgun.) Really grand aesthetics make you feel like this was a map that ought to be in a Halo 3 anniversary! Good job.

Discussion

  1. JurassicWeeMan

    JurassicWeeMan Spartan I

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    This looks absolutely wonderful and I cannot wait to get some friends together to playtest it. It might be over the weekend but I'll let you know how it goes! Aesthetics look great thus far!
     
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  2. N3gat1veZer0

    N3gat1veZer0 Spartan I
    Forge Critic

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    Awesome to hear man! Thanks. I'm really looking forward to having people play on it and their responses to the how they play the map.
     
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  3. Soldat Du Christ

    Soldat Du Christ Spartan I

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    Looks realy cool, i'll check this out
     
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  4. Black Racher

    Black Racher Mythic
    Senior Member

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    As usual, your Covenant aesthetic is absolutly awesome. Nice job !
     
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  5. N3gat1veZer0

    N3gat1veZer0 Spartan I
    Forge Critic

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    Vincent Marino updated Resolute with a new update entry:

    Awkwardness

    Read the rest of this update entry...
     
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  6. WaiHo

    WaiHo Talented
    Forge Critic Senior Member

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    Looks nice! You got a walkthrough of the map? I don't own an xbone so I can't download it :[
     
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  7. N3gat1veZer0

    N3gat1veZer0 Spartan I
    Forge Critic

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    That's actually a good idea, i hadn't thought about one, I'll have one up soon
     
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  8. N3gat1veZer0

    N3gat1veZer0 Spartan I
    Forge Critic

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    Vincent Marino updated Resolute with a new update entry:

    "IT"S TOO OPEN"

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

    Zandril Heroic
    Forge Critic Senior Member

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    What I had in mind to fix the middle was more along the lines of segmentation. Not necessarily making a bigger structure in the middle. You want to encourage players to go towards the middle of the map instead of just hanging around the sides and using the big-ass middle structure as just cover. The structure in the middle should be connected with hard routes to the side paths and maybe a different building in the other side of the map.

    If it's too hard to visualize what I mean by text, I could show you in forge some time.

    Also, you say that you're trying to break the "formula" of arena maps. I understand that but I think you're doing it wrong. I advise that you get a proper grip first on the basics of core map forging before you try to reinvent it. Walk before you run. This might help.

    There are maps that have "broken the norm" so to speak like Checkmate and The Ark (competitive maps back in Halo 4. There are others but these are just the ones off the top of my head). But they still include the parts of a competitive map that are needed for the map to play well such as proper routes, verticality, circular flow, etc. And I'm being honest here when I say that I think yours does not.
     
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  10. N3gat1veZer0

    N3gat1veZer0 Spartan I
    Forge Critic

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    I understood. You know a lot about maps and you've been doing this far longer than I have, but for this map, I disagree. I didn't wan to break up the center atrium because that's not how I wanted this map to play. It plays very much like I wanted to. I mean no offense at all. I feel like I've got a pretty good grip on maps. I've been playing Halo for a very long time and have been forging all that time as well. I know it takes more than aesthetics to make a good map and I feel like I know what makes a good map. I know making a map tall doesn't mean it plays vertically. These "proper" routes, I don't think I need them in this map. It's obvious enough to the player on where to go.

    Again, I'm not trying to start anything. You know what you're talking about and I'm a newby forger, but I wanted to make something different and memorable and to play differently and not blend in with other maps.
     
  11. Zandril

    Zandril Heroic
    Forge Critic Senior Member

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    lol don't sweat it dude. I'm not offended or anything. I just offered you my two cents. In the end, it comes down to this being your map. Your choice what you want to do with it.

    P.S. For the routes, it's not really about the players not knowing where to go. It's the lack of hard routes to the main bases, lack of hard routes to the highest level, super-steep ramps, and the weird winding stair.

    Good job on knowing how to take feedback well though. Most of the new Halo 5 forgers I've met would have typed a wall of text on how I'm a piece of **** since I criticized their map.
     
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  12. N3gat1veZer0

    N3gat1veZer0 Spartan I
    Forge Critic

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    For your hard routes and my windy staircase. I may delete all of that and make it into a room more like other side and include more normal ramps there. IDK though, a lof of people comment on that. It's a tough call. If i put a door on the left side as you walk inside of blue (the side lacking hard routes) and put a hall/ramp leading to the top that would spit you out kinda towards camo's direction would that solve the issue of # of hard routes?
     
  13. JurassicWeeMan

    JurassicWeeMan Spartan I

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    Hmm, well I'm a "noob" (in terms of competitive skill while playing), and I think the map was pretty good. It's NICE to have some maps that aren't the same copy-and-paste competitive layout that 343i currently has in their arena map lineup. I much prefer, and find it refreshing, to have one that feels more open, natural and casual (also, what's up with practically all of 343i's arena maps being urban-based? Why not more natural terrain maps like Halo 2/3....argh. lol) . I do like what you did with the center atrium update. It looks good built into the rock formation. Also, I don't think all maps have to have "bases" for each team, they can just have initial spawn areas/zones. For example, asymmetrical maps in Halo 2 often had attacking/defending sides that were distinctly different, and not necessarily heavily fortified either. I think I get what Zandril meant, but the map doesn't have to be like Valhalla, with two identical bases opposite each other. Asymmetrical is great. And, since he brought up hard routes, I do think some sort of route to connect the center to one of the upper levels would be fun. I'm not sure how this would best be accomplished but perhaps a man cannon, actual physical pathway/catwalk, etc. could give players an additional option to traverse the map. The spiral stairway looks great, and I thought it fit with the covenant theme, but I can't say whether or not it was critical to gameplay - or was gamebreakinig. Also, no one map is going to be perfect, and no one map can suit all styles of gameplay perfectly. That's what multiple maps are for =D
     
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  14. N3gat1veZer0

    N3gat1veZer0 Spartan I
    Forge Critic

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    This is beatiful :,)
     
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  15. WaiHo

    WaiHo Talented
    Forge Critic Senior Member

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    Just watched the video and I'm liking the way it looks!

    However some thoughts I had while watching the video:

    - The map is currently shaped in a U shape where the outside ring has the highest point, this makes it so that the center of the map is a dead man's land. Of course there is some cover there, but a good team would never let you get out alive.

    - To solve this I would suggest to add a structure on the outside area that connects to the center structure. And then make it connect to the area where the grav lift is. This will make the shape of the go from a U shape to a G shape. This will also allow for more safe spawning areas.

    - I would also lower the top center structure a bit, the bottom center structure definitely needs to be redesigned though.

    With this map I kinda get that CE feel that Hang em High had, although the game mechanics were a bit different back then as well as the weapon. If you want to keep the map as open as it is, I would avoid placing weapons such as the DMR on this map or atleast place them in areas where they arent in areas where they are supposed to be used i.e. on higher levels.

    Let me know if you have any questions, the map is pretty cool right now but I feel it needs some tweaking to make the map more balanced.
     
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  16. N3gat1veZer0

    N3gat1veZer0 Spartan I
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    What bottom center structure are you referring to? Also, the map does play like a U, but is that necessarily a bad thing? I just thought it offered a different type of map to play. It kind of mimics the play style of maps like Ascension and Lockout from Halo 2. Personally I don't think that the center structure of Resolute is as a dead man's zone as Lockout, but I see your point. Your weapons suggestion make sense so I might rid the lightrifle and DMR. Thanks for the feedback
     
    #17 N3gat1veZer0, Mar 24, 2016
    Last edited: Mar 24, 2016
  17. SammichEaterPro

    SammichEaterPro The Hungriest Forger
    Forge Critic Senior Member

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    I haven't played it, so I won't comment on that. Thematically I really like how it looks. The pieces used really sell the Covenant theme, whoever I feel it was a bit dark for that. Covenant use a lot of lighting in their creations, ship or base, with patterns.
     
  18. N3gat1veZer0

    N3gat1veZer0 Spartan I
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    Vincent Marino updated Resolute with a new update entry:

    Massive Improvements

    Read the rest of this update entry...
     
  19. N3gat1veZer0

    N3gat1veZer0 Spartan I
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    N3gat1veZer0 updated Resolute with a new update entry:

    ahh much better

    Read the rest of this update entry...
     

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