Core Heads Up

Sgt x Slaphead

BK Forger Extraordinaire
Feb 18, 2013
361
265
158
Heads Up (version 2016-02-21) - 2-4 player map set in a vertical atrium

View attachment 15307

Heads Up consists of a single large vertical atrium with its many levels connected by both a winding pathway that spirals up and around the atrium passing through three distinct corridors. This seemingly linear path is broken by a teleporter system. There are two pairs of two-way teleporters as well as the one-way purple teleporter which takes players up to an exposed ledge where a Rocket Launcher spawns with two shots respawning 60 seconds after despawn. The...

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Beybok

Qualified
Jan 16, 2013
6
2
18
Wow, this is one of the most unique looking and playing maps I have ever seen. I love the textures you used on the walls, and the lighting/colours in the map work very well. It is very original and looks like a lot of fun to play. I'll definitely be giving this a download. It really reminds me of Prisoner from Halo 1, combined with the map that has all the teleporters.
 
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Sgt x Slaphead

BK Forger Extraordinaire
Feb 18, 2013
361
265
158
Wow, this is one of the most unique looking and playing maps I have ever seen. I love the textures you used on the walls, and the lighting/colours in the map work very well. It is very original and looks like a lot of fun to play. I'll definitely be giving this a download. It really reminds me of Prisoner from Halo 1, combined with the map that has all the teleporters.
Thanks. The CE style definitely inspires me a lot although mine and Karbyy's original intention was for it to be a very natural and believable cavern, we even had what looked like glow sticks as light sources! Performance issues demanded as efficient a build as possible so the simplistic style became necessary. I think it was important for clarity and orientation in what could have been a very confusing space. I may have given up on this map if it wasn't a co-forge because despite the simple aesthetic, the design evolved greatly from something we built about 6 months ago on H2A up until now. One version of the map had around 5 gravity lifts including one in the middle pit similar to Sword Base. This idea became too uncontrolled quickly. What I learned from working on this map is the impact of working from a concept that is broken and then spending the rest of the time fixing it. I also learnt that it is damn near impossible to do this without having someone else to share ideas with and tell you when you are perhaps going too crazy.