Union Halo Night, Thursdays 9:30pm EST

What you do is build the structure first and then the terrain around it. two glaring ommisions from the toolset is Undo and Scale for objects. The only thing I can think of for there being no scale option is that the textures are built specifically, and aren't dynamic. It does make for nice looking props though.

I'm working on an actual drawing right now to figure out the layout.
 
I'm working on an actual drawing right now to figure out the layout.
Hey man, I was messing around with your map- adding some cover to break up those long sight lines as well as making some tweaks to help get around the map faster. I saved it as a 2.0 version. It's still in need of more work but I like where it's going. I put it in my share folder along with the other one I'm working on. Check it out if you are interested!
 
Hey man, I was messing around with your map- adding some cover to break up those long sight lines as well as making some tweaks to help get around the map faster. I saved it as a 2.0 version. It's still in need of more work but I like where it's going. I put it in my share folder along with the other one I'm working on. Check it out if you are interested!

Cool. I will check it out tonight. Was thinking the same thing about cover but wasn't sure what kind of pieces I wanted to use for it. Also, The four corners of the map are kind of empty. I want to do some sort of structure or cover in those corners to also put respawn points in as well.

Too bad the file share isn't as easy as it used to be. You used to be able to post a link to your shared file on bungie.net and I could log in queue it for download and next time I booted up the game it would download the map. Much easier to share maps back in the day.
 
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Hey, just saw the two videos you took on xbox.com Here are the additions you made that I noticed.

1. Added cover to the front of all the bases
2. Added cover to the stairs going down to the lower level from the red/blue bases
3. Added arches to the lower level to add some cover on the bridge
4. Added man cannons on the red and blue bases
5. Added pieces on the corners where the ramps come up from the lower level
6. Added a bridge cover on the upper walkway and moved the transporter nodes forward

Did you remove the Banshee and Hornet from the map...didn't see them up on the highest level....was thinking, since the vehicles can really overpower a map that they might be unnecessary, or, limit it to only one and maybe do it on a helipad or something right in the center of the map above the window covers where the rockets are...what would you think about that?

The only changes you made that I'm not really 100% sold on is the man cannons. I think it might make traversal of the map a little too fast. Also, I noticed to the right of the blue bases where you but the supports to add cover to the bridge underneath that the tops of the support arches stick up through the floor on the main level.

Everything else looks very cool....did you mirror the changes on both sides? So all changes to blue base are also on red, and all changes to yellow are also on green?

I couldn't really see it in the video from the Hornet but it looked like you added something underneath the green base like either a man cannon or a grav lift...it was off in the distance so it was hard to see.
 
Frozpot you didn't happen to take any video clips of the changes you made did you?

I added some man canons on the red and green bases (above the lights) that shoot you right to the center with the rocket launcher. there are canons on the roof that will shoot you to the adjacent base, and I was starting to put canons that will shoot to the diagonal bases as well. I put some cover up near the aircraft and turned them around. Partly to give a fun sniping spot as well as not make it too easy for the aircraft to fly around (I'd like to take that further, but am at a loss at the moment without getting too cluttered.

I beveled the edges to the recess openings so it's easier to drive the mongoose around them, and I added some struts on the sublevel to try and break sightlines as well as provide some limited cover for those trying to "run" those long bridges. I don't have that put in all of them yet. I added a neat little sniper nest underground near the green base. It should be easy enough to get grenades into, as well as getting there requires a little platforming during which you are exposed. I also added some overhead cover on the ramp behind red and green bases as a way to defend against aircraft.

I also set up some EMP explosive coil thing-ys on the edges of the Rocket platform to give observant players a chance to knock out the shields of the Power weapon wielder out the gate.

I'd still like to do more, but that's what I put in. All I can say is the Snaps are a god-send!
 
Hey, just saw the two videos you took on xbox.com Here are the additions you made that I noticed.

1. Added cover to the front of all the bases
2. Added cover to the stairs going down to the lower level from the red/blue bases
3. Added arches to the lower level to add some cover on the bridge
4. Added man cannons on the red and blue bases
5. Added pieces on the corners where the ramps come up from the lower level
6. Added a bridge cover on the upper walkway and moved the transporter nodes forward

Did you remove the Banshee and Hornet from the map...didn't see them up on the highest level....was thinking, since the vehicles can really overpower a map that they might be unnecessary, or, limit it to only one and maybe do it on a helipad or something right in the center of the map above the window covers where the rockets are...what would you think about that?

The only changes you made that I'm not really 100% sold on is the man cannons. I think it might make traversal of the map a little too fast. Also, I noticed to the right of the blue bases where you but the supports to add cover to the bridge underneath that the tops of the support arches stick up through the floor on the main level.

Everything else looks very cool....did you mirror the changes on both sides? So all changes to blue base are also on red, and all changes to yellow are also on green?

I couldn't really see it in the video from the Hornet but it looked like you added something underneath the green base like either a man cannon or a grav lift...it was off in the distance so it was hard to see.

I was thinking man cannons because the movement speed is so slow, and there is so much open space, that it would be foolish to just run out there. If H2:A had sprint this wouldn't be an issue. It could all just fall apart too, lol, needs proper testing.

Of course, you could riddle the open areas with short pillars like in Hang 'em High, but that would kill the vehicle angle.

The aircraft are still there, I'm just flying the hornet and I switched the vehicles places with the respective teleporters so they face outward.
 
Yeah, definitely would be better if there were sprint to get across the map faster...by foot is too slow and by man cannon is too fast...that's why I put in the two mongoose to help speed things up.

So the teleporters are near the front of the upper bridges and the vehicles are behind them? Did you rotate the teleporters so that when you walk through them you come out to the vehicle?

Since its becoming our map we should come up with another name for it. I'll be on tonight around 9:30pm until 11 if you want to go in and work on it.
 
Yeah, definitely would be better if there were sprint to get across the map faster...by foot is too slow and by man cannon is too fast...that's why I put in the two mongoose to help speed things up.

So the teleporters are near the front of the upper bridges and the vehicles are behind them? Did you rotate the teleporters so that when you walk through them you come out to the vehicle?

Since its becoming our map we should come up with another name for it. I'll be on tonight around 9:30pm until 11 if you want to go in and work on it.

I'll be on tonight. Probably Late. My wife was out of town last night, lol, but yeah, I'd like to work on it :)

Yeah, I moved the teleporters so they work correctly. It's just named the same with a 2.0 after it, so it won't copy over it.

It's not just getting around faster- it's a flow issue, and without cover it becomes a case of people camping in bases because it's too dangerous to go into the middle. That's why I put a man cannon that will take you all the way to the other base. it keeps people moving, but there is still the risk of being taken out in the air.
 
I'll be on tonight. Probably Late. My wife was out of town last night, lol, but yeah, I'd like to work on it :)

Yeah, I moved the teleporters so they work correctly. It's just named the same with a 2.0 after it, so it won't copy over it.

It's not just getting around faster- it's a flow issue, and without cover it becomes a case of people camping in bases because it's too dangerous to go into the middle. That's why I put a man cannon that will take you all the way to the other base. it keeps people moving, but there is still the risk of being taken out in the air.

The main floor is definitely wide open and BRs would be f***ing lethal on this map so I only spawned one of them and its in the bottle middle near the transporters . There are also 4 sniper rifles on the map as well. Is there a way to set the two sniper rifles in the green and yellow base only show up when there are 3 or more teams?

The lowering of the four floor sections was meant to provide escape routes for anyone attempting to cross the middle who was getting shot at. Also the lower level provides a secondary path to cross the map and get to the other side. I think the man cannons being such a fast way across might keep people from using the lower level as it'll be much faster to get across that way. And, when returning with the flag you'll be almost home in about 10 second if you man cannon across, go into the base around the back and up the grav lift. Maybe the man cannons can be angled towards the four corners....that way you will still need to do a little more movement by foot to get to the base.

Either way, I appreciate your input and the changes you made. Would love to get this map in playable condition so we can try it out if we're ever able to get 16 players.
 
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The main floor is definitely wide open and BRs would be f***ing lethal on this map so I only spawned one of them and its in the bottle middle near the transporters . There are also 4 sniper rifles on the map as well. Is there a way to set the two sniper rifles in the green and yellow base only show up when there are 3 or more teams?

The lowering of the four floor sections was meant to provide escape routes for anyone attempting to cross the middle who was getting shot at. Also the lower level provides a secondary path to cross the map and get to the other side. I think the man cannons being such a fast way across might keep people from using the lower level as it'll be much faster to get across that way. And, when returning with the flag you'll be almost home in about 10 second if you man cannon across, go into the base around the back and up the grav lift. Maybe the man cannons can be angled towards the four corners....that way you will still need to do a little more movement by foot to get to the base.

Either way, I appreciate your input and the changes you made. Would love to get this map in playable condition so we can try it out if we're ever able to get 16 players.

Yeah, that's a good idea. I wasn't really thinking of a CTF game on it. I think those have to be very specifically designed. Sprint would be great for the map though. Using man cannons for long travel definitely makes you vulnerable, especially to snipers. with the size of the map I would expect more medium/long range weapons too. I wonder if you can set it to kill shields when you go off a man-cannon...
 
Yeah, that's a good idea. I wasn't really thinking of a CTF game on it. I think those have to be very specifically designed. Sprint would be great for the map though. Using man cannons for long travel definitely makes you vulnerable, especially to snipers. with the size of the map I would expect more medium/long range weapons too. I wonder if you can set it to kill shields when you go off a man-cannon...

Or, The other option is to only place the man cannons in only in slayer games, or possibly go into CTF games and remove the man cannon or make them not spawn.
 
Frozpot after we talked I made the following changes to the map

1. Fixed all the team initial and respawn points so they should work now;
2. Changed the colors of all the pieces you added so they match their corresponding bases;
3. Added two more bridges underneath that allow anyone trying to cross underneath from Red to Blue to go across without having to go through the middle;
4. Fixed some of the railing that you added on the outside of the main level. (I hadn't noticed those before. I like that addition to keep players and vehicles from failing off too easily;
5. Copied some of the pieces you made on the red side to the blue side and vice versa to make them match.
6. Did the snipers nest on the Yellowside underneath, didn't do all the other platform pieces though.
7. Saved it as version 3.0.....we can probably, rather than going 4.0...start doing 3.1, 3.2 etc

I was thinking about what to do with the corners of the map as there is really nothing in the four corners. I had thought of adding some sort of respawn boxes so there was more safe areas for respawning than there currently are..There are small containers which would be perfect, but here is the issues...if you were to put each bases' respawn point to the right of the base then it gives a shortcut into the next closest base.....

Also thinking about that sniper nests underneath...do you think they give Green and Yellow and unfair advantage as they will have much easier access to those spots underneath.
 
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I took last night off and probably will be off next week as well....plus, I'm guessing that until the 18th pretty much everyone will be playing the Halo 5 beta anyways.....who knows though, with only two maps in circulation maybe people will get sick of it and want to come back for some customs.
 
I took last night off and probably will be off next week as well....plus, I'm guessing that until the 18th pretty much everyone will be playing the Halo 5 beta anyways.....who knows though, with only two maps in circulation maybe people will get sick of it and want to come back for some customs.

7 maps for the beta.
 
Yeah, heard that. Can you bring a party into the beta? Would be interested in partying up rather than hooking up with strangers...Tuesday nights will again be when I'm on.
 
Ok I know I haven't followed through yet but who's up for halo 5 beta UVGF night on Tues?
 
Sorry, been busy the last 2 Tuesdays and was unable to join you guys.

I'm down to play tomorrow if you guys are still doing this either for Halo: MCC or the Halo 5 beta.

GT is chitownc18 for those I'm not friends with.
 
I may be on tomorrow night. If I am, hit me up and I'll play. Where in Halo MCC do you find the beta to download? Will need to do that tonight when I get home...might be on tonight for a bit as well.
 
I may be on tomorrow night. If I am, hit me up and I'll play. Where in Halo MCC do you find the beta to download? Will need to do that tonight when I get home...might be on tonight for a bit as well.
It should be under extras.

If that doesn't work, go to watch Halo nightfall and press x while it is playing. That takes you to some extra menu. Then go to rewards. There should be some halo 5 armor you can claim(if you've watched the show already) and it takes you to the beta download page. I'm pretty sure that's how I did it
 
Beta...not guaranteed to be on. Wife has off from work so she's not going to bed as early so its cutting into my video game time.
 
Beta...not guaranteed to be on. Wife has off from work so she's not going to bed as early so its cutting into my video game time.
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