namebrand
01-19-2011, 03:13 PM
This post is late to the party, but I figured since the announcement was pushed back I'd create a thread anyway. Better late than never.
________________
Trepidation v3.0 (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=11675559&player=NamebranDDDDDDD)
Mind the gaps.
Youtube (http://www.youtube.com/watch?v=sLhNAKTT8Do) | Bungie Pro Video (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=10098361&player=NamebranDDDDDDD)
Objective:
Trepidation has been in the works since the release of Halo: Reach. My goal in creating this map was to build a map that played and felt like a Halo map rather than like a forged Halo map. I drew influences from map design in each of the previous Halo games. This map is unlike any forged map I have seen yet, in regards to the use of elevation and height as well as the general style of the map.
Layout:
Trepidation is an indoor symmetrical 2 base map. It is room based and contains 6 rooms in total. There are two bases, two upper rooms, a middle room with an overhanging platform, and a lower room. Each room is connected by ramps, walkways, and hallways. It was built in Forge World's coastline area. The middle of the map was forged to include openings into the water below. Trepidation is slightly bigger than MLG's Sanctuary, and slightly smaller than The Pit.
Playable MLG gametypes:
-Team Slayer
-Capture The Flag (multi flag only)
-Neutral Bomb
-Territories
Weapons and items:
-4x DMR
-4x Needle Rifle
-2x Plasma Pistol
-2x Magnum
-2x Sniper Rifle
-1x Rocket Launcher
-1x Shotgun
-4x Plasma Grenade
-4x Frag Grenade
-2x Jetpack
-1x Evade (only on TS, CTF, and Territories gametypes)
-3x Health Packs
Screenshots:
http://img.photobucket.com/albums/v296/yabrefstank/loadoutcam.jpg
-The middle of the map. This is also the starting loadout camera.
http://img.photobucket.com/albums/v296/yabrefstank/middlefromrocks.jpg
-The middle of the map from rocket side.
http://img.photobucket.com/albums/v296/yabrefstank/base1.jpg
-Blue base.
http://img.photobucket.com/albums/v296/yabrefstank/base2.jpg
-Blue base.
http://img.photobucket.com/albums/v296/yabrefstank/base3.jpg
-Blue base.
http://img.photobucket.com/albums/v296/yabrefstank/base4.jpg
-Blue base.
http://img.photobucket.com/albums/v296/yabrefstank/rocketroom.jpg
-Rocket room.
http://img.photobucket.com/albums/v296/yabrefstank/MLG%20Trepidation/reach_10546924_Full.jpg
-Blue "dining room" that connects each base to the upper shotgun platform.
http://img.photobucket.com/albums/v296/yabrefstank/MLG%20Trepidation/reach_10100858_Full.jpg
-A view down "pistol hall" that connects each dining room to the upper shotgun platform.
Notes:
Some of you in the TLN community might have played my map before. I know for sure that people have played v1 and v2 of my map, but I doubt people have played v3 yet.
I'm always open to receiving constructive criticism on my map. I believe in my map enough to defend it to its death, but I will also listen and thoughtfully consider everything you all have to say about it. Many of the issues brought up have been addressed in v3 of my map. Some of the rooms/halls have been made more wide to reduce that "cramped" feeling, and some of the "death pits" are now harder to fall into.
________________
Trepidation v3.0 (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=11675559&player=NamebranDDDDDDD)
Mind the gaps.
Youtube (http://www.youtube.com/watch?v=sLhNAKTT8Do) | Bungie Pro Video (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=10098361&player=NamebranDDDDDDD)
Objective:
Trepidation has been in the works since the release of Halo: Reach. My goal in creating this map was to build a map that played and felt like a Halo map rather than like a forged Halo map. I drew influences from map design in each of the previous Halo games. This map is unlike any forged map I have seen yet, in regards to the use of elevation and height as well as the general style of the map.
Layout:
Trepidation is an indoor symmetrical 2 base map. It is room based and contains 6 rooms in total. There are two bases, two upper rooms, a middle room with an overhanging platform, and a lower room. Each room is connected by ramps, walkways, and hallways. It was built in Forge World's coastline area. The middle of the map was forged to include openings into the water below. Trepidation is slightly bigger than MLG's Sanctuary, and slightly smaller than The Pit.
Playable MLG gametypes:
-Team Slayer
-Capture The Flag (multi flag only)
-Neutral Bomb
-Territories
Weapons and items:
-4x DMR
-4x Needle Rifle
-2x Plasma Pistol
-2x Magnum
-2x Sniper Rifle
-1x Rocket Launcher
-1x Shotgun
-4x Plasma Grenade
-4x Frag Grenade
-2x Jetpack
-1x Evade (only on TS, CTF, and Territories gametypes)
-3x Health Packs
Screenshots:
http://img.photobucket.com/albums/v296/yabrefstank/loadoutcam.jpg
-The middle of the map. This is also the starting loadout camera.
http://img.photobucket.com/albums/v296/yabrefstank/middlefromrocks.jpg
-The middle of the map from rocket side.
http://img.photobucket.com/albums/v296/yabrefstank/base1.jpg
-Blue base.
http://img.photobucket.com/albums/v296/yabrefstank/base2.jpg
-Blue base.
http://img.photobucket.com/albums/v296/yabrefstank/base3.jpg
-Blue base.
http://img.photobucket.com/albums/v296/yabrefstank/base4.jpg
-Blue base.
http://img.photobucket.com/albums/v296/yabrefstank/rocketroom.jpg
-Rocket room.
http://img.photobucket.com/albums/v296/yabrefstank/MLG%20Trepidation/reach_10546924_Full.jpg
-Blue "dining room" that connects each base to the upper shotgun platform.
http://img.photobucket.com/albums/v296/yabrefstank/MLG%20Trepidation/reach_10100858_Full.jpg
-A view down "pistol hall" that connects each dining room to the upper shotgun platform.
Notes:
Some of you in the TLN community might have played my map before. I know for sure that people have played v1 and v2 of my map, but I doubt people have played v3 yet.
I'm always open to receiving constructive criticism on my map. I believe in my map enough to defend it to its death, but I will also listen and thoughtfully consider everything you all have to say about it. Many of the issues brought up have been addressed in v3 of my map. Some of the rooms/halls have been made more wide to reduce that "cramped" feeling, and some of the "death pits" are now harder to fall into.