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Cheese Nibbla

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Everything posted by Cheese Nibbla

  1. Hey everyone, after some decent playtesting on mainly CTF and FFA, the map has gone through some slight balance changes across the board, but overall is still pretty fun. Currently focused on other projects so I'll post the changes later.
  2. Hello everybody, this is my first real project and it took about 2 months of designing and tweaking and I'm finally happy with the end result so I thought I would finally share it. So what is Atlas? Atlas is a re-design of Bio Lab from Call of Duty: Advanced Warfare. Bio Lab was an amazing example of basic gameplay layout, because unlike the majority of the maps in AW, this map is designed around the mobility mechanics rather than feeling designed with a BOTG mindset and tacking on some double jump or slide areas later on. What results is an insanely fun experience, even with some of the map's weaker areas, resulting in it being one of my favorite maps in the franchise. Too bad it debuted in a sub-par CoD. Atlas takes the best of Bio Lab, reworks it to fit with H5's movement, and re-designs the more lame areas, all fitting into a neat little core experience, best played with up to 12 players on either Strongholds or CTF. Let's take a look at some of the areas. Here we have a front view outside of Red Base, probably the most standard building out of the bunch. From this side we have a ramp into the entrance and a window just to the left, with some cover and an SMG nearby. On the left side there is an additional window that is wider, accompanied by a doorway and a H2 Battle Rifle. As you can see the front entrance connects to the middle room, and stretches to the back exit. Finally, there is a gravity lift in the back to reach the roof, and a pillar on the top right that connects to the center crane, ensuring that players have a way to reach the roof from not just the back but also the front. In OBJ modes this base plays the crucial role of having both the Red Flag and 1st Stronghold in the middle room. In stark contrast to Red's conventional design, Blue has an open courtyard outside sprinkled with cover with a large door and ramp at the front. A side door accompanies the courtyard side of Blue Base, and by navigating up either the pillars or the less straightforward box-to-wall-mounted-light jump located on the left of the front door, the roof can be accessed where there is a dropdown that can be used to get to the first or second floor. The box can also just be used for entry through the window. Now viewing from the side door, you can spot the orange side door, the upper catwalk entrance next to it, and finally the door left of that going to the center of the map. From viewing the window, you'll see the upper section above the catwalk that the orange door takes you through. You can also spot the Beam Rifle on the second green pillar. Here, the center of the map is located. From behind us, there is the blue base, the opposite side connecting to Red Garage, (Not Red Base) Behind the pillars is a dropdown to blue courtyard and next to the Neutral Flag there is a connecting hallway to the front of Red Base. As you might have noticed, the way Mid is designed is meant more for traversal to other areas rather than being a section of the map. This is because all spawn points, weapons and the Over shield are placed in the far corners of the map. And because all the timings for reaching specific weapons and powerups are the same for both red and blue, that means that players have more choice in what path to take because they all have relatively the same length. in short, there is no "meta" way to reach the Beam Rifle, you can make your own path. Inside Red Garage, you can observe the connection to mid on the left with a window next to its right, (not in frame) a door directly behind us, a door to the far left just in view, and behind the large boxes are another two windows. Finally, there is a small vent opening on the roof, acting as a one-way entrance. The top view of Red Garage. Both the left and right side of the building have gravity lifts for roof access. Finally, in once again the farthest corner from both sides, we have the Over Shield spawn. It also shares this spot with the final stronghold. What is to note is the gravity lift next to it, positioned in a way that both teams have access at the same time, acts as a 3rd way on top of Red Garage, and also a solid escape route. So yeah, That's the map. I have to say I'm quite proud of myself on this one. I'm really happy with not only just the recreated sections, but also the many, MANY touches I added to the map myself. My personal favorite part about this map is the contrast in engagement/sightline ranges. While still functioning as a core style map, It's asymmetrical layout brought together with it's symmetrical spawns, objectives and weapon placements make for a very unique map, whilst still retaining a smooth flow in between combat that feels fair for both red or blue. I really hope you found this as interesting as I did, so if you want to try the map for yourself or shoot me a text to play, My GT is Jam On Bagel. I'm always happy to play, and receive criticism or exchange ideas. Anyways, have a good one.
  3. Nice, lotsa detail in just those few images.
  4. I'd Like to end this topic by simply apologizing for wasting everyone's time. This project was eventually finished and in a playable state, and it was somewhat fun to play in my eyes it was a colossal failure in terms of my original goal. The map was simply to large in scale and as a result the art style suffered. Obviously I've since moved on and I have had a bit of a rollercoaster of emotions these past few months and I have been juggling a job and my education, Focusing more on those since after this disappointment I somewhat lost the drive I once had to map. I've since deleted the map and moved on, but recently after all these months I've gotten the urge to map once more, and I definitely plan on doing so at sometime. Don't know what game it will be for next but I'm much happier right now then before, its just a matter of time when I get my next idea. Anyways, once again I'm sorry for fucking off for almost half a year and I hope that the next map will be more to not just my standards, but to also the website's.
  5. Hey everybody I've got some good news. I don't plan to upload pictures till the weekend but there has been multiple play tests that went pretty well. Nothing big just a few spawn fixes and slight changes to the layout. This map has strayed greatly from my original vision but I didn't wanna give up and start something new. I'm glad that i've made progress on this map so far.
  6. Final update before launch. I'm about 3/4s done and will be releasing the playable version in the next couple of days along with a plethora of photos. Feedback and criticism is always welcomed, as long as its helpful or informative. (Something like maybe certain sightlines or weapon spawns, not just "I don't like this section".) While I have greatly strayed from the maps' original artistic style I still believe it will provide an enjoyable experience.
  7. An update on the progress: The first version of the layout is almost complete. Been trying to spice it up with a lot of long range sight lines and weird jumps. Photos to come soon
  8. Hello everybody, I know its been a while since I've posted something on this thread so I feel I needed to clarify things. I dropped work on this project because of several reasons, most notably my mental health. I have been struggling a lot these past few weeks and I just decided that I will never be happy with the map if I'm not. However it has been a few weeks and I am starting to feel somewhat better. I am resuming work on this map and going blockout to continue. I will try to be more transparent as time goes on when I decide to take breaks or not. I also have fleshed out a lot of new ideas over my break so I'll see how it goes. I hope everyone can be understanding of my condition currently and I plan to release the first blockout version of this map before the end of the month.
  9. Update: I have decided that I'm going to start this from scratch. While I have improved the overall look of the map, holding myself to a specific theme has restricted my creative freedom and as a result I dislike the current layout. It is too large to rework so atm all I plan on doing is restarting from square 1, but this time I'm not going to hold myself to a theme.
  10. Halo 5. To elaborate more on the layout, I'm going to try and make something that would work really well for oddball and CTF specifically. Like I said, plenty of long range sightlines but with a focus on CQC combat. I've also chosen the default railgun as the map's power weapon, to try and deviate from always having a sniper.
  11. looks dope man, will this be played with AA or on competition settings?
  12. Hello everybody, this is going to be my first map post to the site so I'm pretty excited about it. I have been making maps for many games including halo for about 8 years now but I'm always looking to improve my skill. As for the map itself, It doesn't correlate to a certain location but rather is inspired by the Neo D.C. structures that are portrayed in Ion Fury, a great old school shooter that dropped a few months ago. I always believe I can make good layouts, spawns and objective placements however I always felt my artistic drive with mapping has always been somewhat tame. With this map I aim to create not only a fun map this time around but have it also be visually appealing to the player. I can never seem to have a good simplistic style or a consistently highly detailed theme so I plan to have a balance of some sort. As for what is in store in terms of layout, this map will contain a much larger play space in terms of sightlines, with lost of indoor CQC sections sprinkled throughout, with a dash of height thrown into the mix. (Hence the name) While I just started work today and am nowhere near done, I will try to consistently update this post with its progress. images will be add later when its in a more complete state. I hope I can live up to not only my own expectations but also of you guys too, so stay tuned!
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