Map Preview Aihab Redux

Berb

Master
Dec 30, 2012
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AihabRedux
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Hi, I'm Berb. Today I'd like to show you guys a linear flood map I'm currently working on. It's my first​
Halo 4 map and harkens back to a map Myself and Confused Flamingo made in Reach. The map plays with custom settings, providing a more realistic, strategic experience to gameplay. I've tried to apply some of the new dominion pieces and switch mechanisms. Lemme post some shots of the map:

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Psychoduck

Round Objects™
Dec 23, 2012
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Looks pretty nice, Berb. I shall need to play on this sometime. it's a bit of a shame that the turrets in flood will shoot all of the humans as well as zombies, though. How similar is the layout here to Aihab?
 

Berb

Master
Dec 30, 2012
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Looks pretty nice, Berb. I shall need to play on this sometime. it's a bit of a shame that the turrets in flood will shoot all of the humans as well as zombies, though. How similar is the layout here to Aihab?

The beginning half of Aihab is basically spliced into the middle of the map. The holdout is different, and the Aihab parts have been re-sized and changed, but you will definitely notice the resemblance when playing.
 

Skyward Shoe

Platinum in Destiny
Dec 24, 2012
864
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Redmond, Washington
Nice job so far Berb, if it's anything like the old Aihab we'll be in for a treat. I loved the map in Reach and I'm glad to see you've expanded on it.

Question: How do you feel things have changed for linear infection in terms of the game type? Humans always having sprint, zombies never having it, etc... I was/ am planning to do a linear infection map in Halo 4, but it seems like some of the same things don't work as well when trying to balance out movement speed.
 

Berb

Master
Dec 30, 2012
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Question: How do you feel things have changed for linear infection in terms of the game type? Humans always having sprint, zombies never having it, etc... I was/ am planning to do a linear infection map in Halo 4, but it seems like some of the same things don't work as well when trying to balance out movement speed.

I think linear infection will be different, but in many ways better. To get around the speed differences / sprinting, I've made the humans slower and the zombies faster. That way, the human movement is more like Slender movement, where sprinting is the speed you want to go, but you have to walk sometimes. As for zombies, faster movement compensates.
 

SIERRA420

Master
Jan 22, 2013
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Manitoba, Canada
Looking good so far Berb! I hope Aihab translates well to Halo 4's constraints with flood. Slower human movement is a good idea, it'd extend the length of linear maps that seem a bit small with default speed. You want humans to take in their surroundings and slowly advance instead of just booking it from holdout to holdout. Can't wait to play this when its finished!
 

Elliot

Yorkshire Pudding Guru
Jan 10, 2013
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York, United Kingdom
I think linear infection will be different, but in many ways better. To get around the speed differences / sprinting, I've made the humans slower and the zombies faster. That way, the human movement is more like Slender movement, where sprinting is the speed you want to go, but you have to walk sometimes. As for zombies, faster movement compensates.
This movement speed works really well. You seem to have got the gametype just right. The maps okay too. ;)