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  1. 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.
  2. 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!
  3. Soon this page will be updated with links, a short description of the level, its contents, and the thinking behind the design. Enjoy some pictures and sounds. 🙂
  4. R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading!
  5. El Bronco Nature had its own plans for this once prospering little town... It surely did look promising to become a cornerstone of the Wild West train network, however... Soon after the well was being used and the foundation of the train track was laid the town got hit by numerous unforgiving seisms and landslides. El Bronco is a 2v2 deathmatch level made with Halo 5's Forge; a collaboration between myself and @Box_Hoes Box designed the level and had the idea with the broken Wild West town, however wasn't able to properly finish the map and was about to give up on it, so I redeveloped the theme and breathed life into it. Here are some screenshots of the level back when I picked it up: Back to some more: I'm not happy about having to make the architecture in such a simple style due to budget constraints. Nonetheless, I managed a realistic look from a certain distance. Though, I'm generally very happy with how this map turned out, especially the atmosphere, negative space and terrain. It was quite the challenge to get it to where it is now. It might actually have been the most difficult terrain I had to create to this day, as there often weren't the right small pieces available for tight spots. With all things considered, I once again hit the utmost limit of what's possible in this editor. I'm eager to see what Halo 6's editor has in store, I've been held back since a while now. Thanks for checking this post out! Download El Bronco via Forgehub
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