Remake Crater (ODST firefight)

Discussion in 'Reach Competitive Maps' started by pajama dad, Jan 24, 2012.

  1. pajama dad

    pajama dad Legendary

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    I'm a pretty normal person, but for some reason I get a little OCD when it comes to forge. Recently downloaded and enjoyed a remake of the firefight map Crater found in this thread. It was close enough to the original but certain things about it just drove me crazy and I couldn't just let it be.

    My intent was to simple tweak the map a little, but I found that impossible, one change always led to another. I went back and forth between ODST and Reach looking for aspects of the original that I liked and, come the end of it all, came out with a map that I think more accurately represents Crater and is cleaner overall. While I have to say that this is "based" on the map found in the linked thread... I can probably count the number of pieces that haven't been deleted and replaced on my left hand (or right... they both have five fingers).

    Here are some comparison screen shots I took in ODST and Reach. I think the differences and similarities will be obvious.

    ODST- from just behind the Turret Gun:
    [​IMG]

    My Map from roughly the same angle:
    [​IMG]

    ODST- long view of Red/Player spawn:
    [​IMG]

    My Map same angle- Red Team Base/Spawn:
    [​IMG]

    ODST view of Sniper Spawn, Rocket Spawn below:
    [​IMG]


    My Map- I've Preserved the Same locations for Rocket and Sniper spawning:
    [​IMG]


    ODST- Side view of the Red Team/Player Spawn:
    [​IMG]

    My Map- same angle:
    [​IMG]


    ODST- Side view of the recessed Quad area:
    [​IMG]


    My Map- this presents the most obvious divergence from the proportions of the original. But the difference was for expediency:
    [​IMG]


    ODST- Side area to the quad:
    [​IMG]


    My Map:
    [​IMG]



    There are a couple of differences that probably aren't obvious from the pictures. There are two areas in the original map that I kept intact, but I felt ruined the flow of the map (making the quad area completely not worth going down into)- those were the rocket spawn location, and a similar location opposite that under the red spawn. To compensate I included a two way teleporter between the rocket spawn location and just outside of the blue initial spawn.

    From down below the red spawn I created 1 way teleporters to the respective side areas.

    As far as weapons go:

    Snipes and Rockets in Original locations.
    focus Rifle in the Red base hallway
    Shotgun at blue base, and one below red.
    DMR's and/or needle rifles and Grenades placed such that no matter where one spawns a viable weapon isn't too far away.

    I also included Armor Lock on the platform next to the sniper spawn, and jet pack down in the quad.

    Another notable feature- I decided to spawn a Hammer in the quad as the Hill. In order to control the hill, one has to pick up and hold the hammer. Its a fun KotH variant that plays a little like Juggernaut.
     
  2. JDHarbs19

    JDHarbs19 Heroic

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    Looks good. I love me a good remake. I'll add it to my thread
     
  3. pajama dad

    pajama dad Legendary

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    sweet.

    I as well love a good remake. I find reach has the best overall mechanics (especially now with the tweaked bloom and other mechanics) but the maps pretty much blow. So a good remake is where its at.

    You might want to check out my colossus remake in my sig as well.
     
    #3 pajama dad, Jan 24, 2012
    Last edited: Jan 24, 2012
  4. Robster95

    Robster95 Heroic
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    hmm its nice but i think you could have used like tin cups upside down for the grass and made the drop pod because that i the main part of that map but it is very nicely done and you have pretty much the main map
     
  5. timmypanic

    timmypanic Legendary
    Senior Member

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    Great job on this one! The comparison shots look really accurate.... After seeing your foundation remake I was expecting you to forge the No 5 ha... Unfortunately framerate can't handle details like that and the curved balcony too... Although the pillars look too small either side of balcony... Block issue?
    I haven't played many of the maps on ODST firefight ...only this one I think and it is instantly recognizable . Look forward to taking a closer look!
     
    #5 timmypanic, Jan 25, 2012
    Last edited: Jan 25, 2012
  6. thefightdude

    thefightdude Heroic

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    I didn't play on this map much but from what i remember this looks like a awesome remake! Everything looks to be up to scale and I would love to get a game on here. Nice job.
     
  7. pajama dad

    pajama dad Legendary

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    Someone mentioned tin cups for grass. I tried that, but they were a bit too big. I suppose I could have used rocks, but I hate the way rocks look when paired with the real architecture.

    @timmypanic- there are difinitely some block size issues. Granted I wasn't going for a 1x1 or a pixel perfect translation to reach, but I wanted it to at least feel close. The budget is pretty tight, but I could probably replace some of the blocks with platforms and inclines. My fear is a dramatic loss in frame rate. The map was deceptively large, and I didn't want to get things too busy, so simpler was my mantra. I'll probably take a second and third look at this from a purely aesthetic perspective if it ends up playing well. If its a terrible map, why bother?

    I'd be very interested in getting some games in on it with more than 4 players. Right now its just me and my boys split screen.

    Edit: someone mentioned the drop pod. I excluded it because I lacked the pieces to forge it easily. I could use unscrew barricades, but like rocks I think they're ugly. I might end up forging something decorative, but I don't think the map needs anything there for gameplay because of the size difference between mine and the original.
     
    #7 pajama dad, Jan 25, 2012
    Last edited: Jan 25, 2012
  8. pajama dad

    pajama dad Legendary

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    Thanks? It kinda looks like autospell got a hold of your post, so I'll just assume you complimented me.


    As far as the map goes... I had some issues with kill boundaries when playing with my sons. I'll have to change them.
     
  9. Southern

    Southern Heroic

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    Well, the top area by the street seemed like a good place to cut down on blocks, but it's a good remake of something that's never been done before.
     
  10. pajama dad

    pajama dad Legendary

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    I think its been done a couple of times already. I know of at least one, the one I linked to in the opening post. But I don't think its been done really well until mine.

    But I think you're right. I might be able to cut down on some blocks there. But my second fear, after framerate, is being ugly. To an extent I picked pieces to try and break up the grey of forgeworld.
     
  11. CarbonShadow14

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    A great rendition of one of my favourite ODST Firefight maps.

    Any chance of slipping a (red) light into the Red Team spawn point or will the budget not allow. Also you could put a blue one at the blue spawn point (even though it is not featured on the original map) and then have it turned on only for RvB/Slayer games and then turned off when playing FFA games so that the map is the still true to the original. This is only necessary if you want to add lights though. =D

    A great map that I will make sure to download and explore!
     
    #11 CarbonShadow14, Jan 30, 2012
    Last edited: Jan 30, 2012
  12. pajama dad

    pajama dad Legendary

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    Budget was very tight. There are certainly things that can be cut for lights. I was thinking specifically of a red light myself.

    I'll play with it.
     

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