Core Sentinel

N3gat1veZer0

Proficient
Jan 18, 2016
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Sentinel (version 2016-04-09) - Swampy, Asymmetrical, Forerunner core map.

I saw the forge objects that were coming in with the next update and these were the first images that popped into my head. It's asymmetrical in layout, and has some aesthetic elements taken from Halo 3's Guardian and the Halo CE mission 343 Guilty Spark. The map is intended for 4v4.

The power weapon layout is a Beam Rifle (padded) with 50% ammo on a 3 minute respawn, a Gravity Hammer with 50% ammo on a 1 minute respawn time, and a shotgun with no spare clips on a 30 second respawn.

I've...

Read more about this map...
 
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N3gat1veZer0

Proficient
Jan 18, 2016
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Excellent aesthetic. The interiors are a little bland at times, but the exteriors are gorgeous. I can't get a good feel for the layout, could you post an overhead or a sketch?
I made a mistake I uploaded the wrong walkthrough. The insides actually have been amped up a bit. There's a bit more lights and some pretty neat tree roots coming through the walls a bit. As for an overview
Halo 5 Guardians (29).png

In the walkthrough I spawn top left. Blue team spawns bottom right.
This might not be the best overview. Lol sorry, I'll try and get a better one up tomorrow
I've also got about 60ish pieces left to make changes and the number one thing that's been commented on are the interiors, so I imagine that's what they'll be used for
 

Skyward Shoe

Platinum in Destiny
Dec 24, 2012
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Redmond, Washington
Very nice. One last bit of feedback I have is that the fog might be a little too thick. It looks nice, but it is making some cross-map lines of sight difficult to use, and I get the feeling it will hamper gameplay somewhat.
 
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N3gat1veZer0

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Jan 18, 2016
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To be fair, that was the idea. Though I haven't had enough people play on it to get a clear cut answer. I just think it helps players traverse the map without getting dunked on by BR's and magnums and also it looks really cool
 

BRUSKY0086

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Jan 21, 2014
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St.Louis,Mo
m.facebook.com
Sentinel (version 2016-04-09) - Swampy, Asymmetrical, Forerunner core map.

I saw the forge objects that were coming in with the next update and these were the first images that popped into my head. It's asymmetrical in layout, and has some aesthetic elements taken from Halo 3's Guardian and the Halo CE mission 343 Guilty Spark. The map is intended for 4v4.

The power weapon layout is a Beam Rifle (padded) with 50% ammo on a 3 minute respawn, a Gravity Hammer with 50% ammo on a 1 minute respawn time, and a shotgun with no spare clips on a 30 second respawn.

I've...

Read more about this map...
Map is stellar .Great atmospheric setting and nice pathing keeps the combat fast paced and fun.Zero contunues to improve with this winner here.Testing needs to be done to smooth out gameplay to desired effect but dont think u cant add this gem to your customs lobbies it runs great for 4v4 or even 2v2 now.
 
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N3gat1veZer0

Proficient
Jan 18, 2016
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N3gat1veZer0 updated Sentinel with a new update entry:

Glowy Foggy

The biggest change: the fog has been reduced. With some more testing I think I was able to find the right balance. The balance being where from one side of the map you can see and make out all paths and doorways without too much struggle, but also the fog still has that cover-ish aspect that I wanted.

Other big changes:

The bottom parts of the pillars in the teleporter receiver room have been rotated 90 degrees now they go into the wall instead of the floor. This frees up the room...

Read the rest of this update entry...
 

SOLIDSNAKEee

Salad Snack
Jan 26, 2013
1,216
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Ireland
We play tested this map yesterday (2v2's) prior to your update however a few issues may still persist. The maps aesthetics are truly, breathtaking and I can only give you credit for them. However, the maps spawning has some serious issues especially around "Cove".

This leads me to a minor design issue in Tower Two. Although the ramp is practical, it needs to be smoothed out as you're able to see some of the jagged edges underneath the ramp. This leads to a break in immersion in an otherwise once it is noticed.

One other huge issue that this play test showed was that bottom blue felt extremely exposed, especially for players that were respawning there. I'm curious to see how this point has changed with your recent update. Also, as a quick side note, I had heard some complaints about the DMR being on the map. This could be due to some of the long sight lines that you have reworked but I thought it was worth a mention.

Also, the map had an extremely nice feel while also providing your map with some personality with the use of thick fog however I still feel as though you have yet to find to correct medium. I'd suggest making the fog more dense, just so that it stands out somewhat better but not so much so that it goes back on your previous change(s).

I'd like to end by saying, Sentinel feels like a great 2v2 map although it could still use some work. I would love to feature this map based purely on its aesthetics though as I'm not exactly qualified to feature Core maps and with your permission, I'd like to do just that with the mention that it is a Core that is currently going through some design changes.

Can't wait to see what other maps you bring to the table later in the future
 

N3gat1veZer0

Proficient
Jan 18, 2016
40
26
33
27
We play tested this map yesterday (2v2's) prior to your update however a few issues may still persist. The maps aesthetics are truly, breathtaking and I can only give you credit for them. However, the maps spawning has some serious issues especially around "Cove".

This leads me to a minor design issue in Tower Two. Although the ramp is practical, it needs to be smoothed out as you're able to see some of the jagged edges underneath the ramp. This leads to a break in immersion in an otherwise once it is noticed.

One other huge issue that this play test showed was that bottom blue felt extremely exposed, especially for players that were respawning there. I'm curious to see how this point has changed with your recent update. Also, as a quick side note, I had heard some complaints about the DMR being on the map. This could be due to some of the long sight lines that you have reworked but I thought it was worth a mention.

Also, the map had an extremely nice feel while also providing your map with some personality with the use of thick fog however I still feel as though you have yet to find to correct medium. I'd suggest making the fog more dense, just so that it stands out somewhat better but not so much so that it goes back on your previous change(s).

I'd like to end by saying, Sentinel feels like a great 2v2 map although it could still use some work. I would love to feature this map based purely on its aesthetics though as I'm not exactly qualified to feature Core maps and with your permission, I'd like to do just that with the mention that it is a Core that is currently going through some design changes.

Can't wait to see what other maps you bring to the table later in the future

Yea that would be amazing! Thank you. The spawning issues are being reworked currently. Most of them have been fixed. Most of the terrain has been smoothed out as well. Perhaps I should increase the respawn time on the DMR. As much as I would LOVE to increase the density of the fog (you have no idea) most people that play it say that it need(ed) to be reduced. This could be because, typically, they play only one or two games on it and don't get the effect or because no other foggy competitive map exists and it breaks the code and they just don't like it. I don't know, but only about a 1/4 of people who play it say I should leave it alone or increase it. Addressing the tower ramp, assuming you're talking about the metal ramp inside the tower, this is a recent addition and I did not have time to iron it out yet, but agreed. I'll mess with it a bit. The big rock platform in front of cove has been reworked and angled in such a way that it helps to protect spawning players in blue one and in cove. Thank you so much for your input all of it will be considered.
 

SOLIDSNAKEee

Salad Snack
Jan 26, 2013
1,216
828
312
Ireland
Yea that would be amazing! Thank you. The spawning issues are being reworked currently. Most of them have been fixed. Most of the terrain has been smoothed out as well. Perhaps I should increase the respawn time on the DMR. As much as I would LOVE to increase the density of the fog (you have no idea) most people that play it say that it need(ed) to be reduced. This could be because, typically, they play only one or two games on it and don't get the effect or because no other foggy competitive map exists and it breaks the code and they just don't like it. I don't know, but only about a 1/4 of people who play it say I should leave it alone or increase it. Addressing the tower ramp, assuming you're talking about the metal ramp inside the tower, this is a recent addition and I did not have time to iron it out yet, but agreed. I'll mess with it a bit. The big rock platform in front of cove has been reworked and angled in such a way that it helps to protect spawning players in blue one and in cove. Thank you so much for your input all of it will be considered.

Yeah, I thought it was a recent addition. Thought it was worth mentioning (just in case you forgot). I'm not saying make the fog super dense, just more noticeable. It gave the map a nice Guardian vibe which is definitely not a bad thing and it should be something you should consider re-adding although not to the degree of what it was previously. Like I said, I feel like you have yet to find a nice medium in that regard. Otherwise the map looks great.
 
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