Testament

8v8 Slayer

Map Description

  1. InvertedIslands
    Testament is the culmination of 8 forgers working together to create one of the largest and most optimized big team battle maps ever seen in Halo 5. This map represents hours upon hours of work. We hope you enjoy it.

    Testament takes a large amount of inspiration from previous halo games, particularly Halo CE and Halo 2, we hope the combination of these old styles and some new interpretations on the more recent additions to Halo coalesce to make an enjoyable experience. Check it out here.
    Nano, xzamplez, nadekil and 4 others like this.

Discussion

  1. D4rk

    D4rk Spartan I
    Forge Critic

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    Interesting. Given my history, I’ll take a look, haha!
     
  2. D4rk

    D4rk Spartan I
    Forge Critic

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    I looked at the map for awhile. It is pretty ambitious. Unfortunately it seems to feel like a lot of different things going on in one map. Which I can see coming from that many authors.

    I loved the moving platforms! Those gondolas felt like a lot of fun! That idea in itself is pretty great.

    However, the map struggles terribly with performance even with just looking in forge on a one x. The overall design is an oval track around disconnected structures in the middle. I saw the man cannons. I just found the map lacking depth and would struggle with replay ability due to the oversimplification of its design.

    The main bases feel like placeholders and unfortunately the map is so huge that even with sprint I would believe the map to play fairly slow. My 16 minutes of a match would be spent just sprinting most of the time. I’d give it a try if there was a lobby for it. I just really feel the map is out of touch for big team battle and ultimately needs much more work than what I am detailing here. Good luck boys.
     
  3. ArturBloodshot

    ArturBloodshot Spartan I
    Forge Critic

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    I have to second @D4rk. Visually and artwise is a great creation and the gondolas concept looks and feels fantastic, not forgetting to mention the rest of the shapes you delivered. However, yes, the map feels disfragmented. Areas don't have a playable continuity. Every point of interest is far away from each other giving place to more transitional space than playable space. Also I'd like to test it on a 16 players lobby but on my experience I dare to say it will have some issues.

    As an ambitious project with so many authors it usually happens. From this project, and some others from your members, I see a talent on visuals and getting the right way to get your ideas done. I suggest to dive on some Level Design theory for Halo so future projects can give their full potential gameplaywise too. Keep it going @InvertedIslands! :evil:
     
    #4 ArturBloodshot, Sep 5, 2020
    Last edited: Sep 5, 2020
    InvertedIslands and D4rk like this.
  4. InvertedIslands

    InvertedIslands New Member

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    We knew the map was bigger than usual, it was meant to be like that from the get go. We we're trying to capture some of the magic that older btb maps like sidewinder had but in halo 5 and without changing the advanced movememt options. We did several test matches with lobbies of varing sizes and we found the same issues you had, when the player count drops below ten, matches become very slow which is why we set the minimum player count as we did, we also tried to design the map in such a way that vehicles would be a valuable tool just like a power weapon and if you were to lose a vehicle your team would suffer for it. In terms of traversal a player on foot should be funneled toward the centre platform which we found did happen in our testing lobbies. A last minute decision to add teleporters under the wasp spawn was made to aid in allowing quicker on foot traversal of the map (They are one way and go from the wasp spawn to the opponents bridge). In terms of performace there is unfortunately not much more we can do, we have spent many an hour just trying to peice consolidate and even then we still only have about 100 objects left in our budget and almost every object has light bake off. We suspect the main cause of dropped frames on the map is due to the high physics budget, we hope that when infinite releases we can rebuild Testament and not have the same issues we face here in halo 5. Your feedback is much appreciated and we hope you enjoy.
     
    #5 InvertedIslands, Sep 5, 2020
    Last edited: Sep 5, 2020

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