Starside Hall By WhiskeyWarm
Posted 15 April 2013 - 11:54 AM
Track Name: Starside Hall
Map Name: Impact
Supported Gametypes: RACETRACKS, Demotracks
Description: This is the winner of the Demo Track Build Off! This track is one large structure designed for demo. There are many shortcuts that allow you to cut to different parts of the track, ultimately allowing multiple blocks per lap. Some of the best features are a bridge that blockers can push racers off of, an invisible bridge that blockers can bounce across from one side of the track to the other, an elevator that helps blockers to get from floor to floor, and an outdoor area with several shortcuts connecting to it and his name written on the floor!
Download Link: Click Here
What inspired your creation?Pure and simple my inspiration for this track was GravStation by purpledinosaur0. It was the best demo map I had played in H4 and wanted to make something that went along the same lines. Specifically I liked that the map felt like one structure, had a uncomplicated but interesting route and lastly had many different areas and methods of blocking and dodging. Verticality was another great feature and I tried to encompass all of these things.
I also knew I wanted to make the map planned around blockers and their shortcuts, and for it to be part of the aesthetic (which is 25% of what makes a good Demo map). The layout I created was simple and allowed for the kind of shortcuts I wanted. It was important to me to make the map feel like an actual building, which blockers had more freedom to explore. Furthermore I tried hard to balance all the blocking locations to ensure now of them were expressly overpowered.
Lastly I wanted to include certain features: a risky jump, some flying palettes, the 3-way split ramps, a partially bordered bridge (to fall off of) and some good hiding spots for blockers. I feel it all came together well.
About how long did it take you to create?I think it was made over the space of two weeks. It obviously took more time than any of my H4 maps to date. I would say about 15 hours most likely.
What aspect took the longest to get right?Luckily I had a good plan and didn't run into any complications with it. The walls actually took a while, specifically the main room, I had to change them all when I realised I was running out of objects. Elsewhere the palette throw and the blocker lifts took a while to get right. I had to sacrifice getting the lifts to work perfectly for another blocker shortcut, so I had to spend time getting it as good as possible. Towards the end of the build I know I spent a lot of time editing to save budget to add more aesthetics, like the glass windows near the man-cannons and the railings on the balcony. I got pretty lucky with this map, everything seemed to fall in the right place very quickly, definitely a fun forge. I'm glad you guys like it!
Posted 15 April 2013 - 01:17 PM
Posted 15 April 2013 - 03:02 PM
This post has been edited by OrionHardy: 16 April 2013 - 02:45 AM
If you ever see me online playing Halo, Invite me to your game please.
Posted 15 April 2013 - 05:53 PM
Posted 16 April 2013 - 02:27 AM
Congratulations on the feature, Whiskey! This is my favorite Halo 4 Demo map so far! I've played it so many times and I still want to play more of it.
Posted 16 April 2013 - 01:05 PM
Pretty bad, but that's to be expected from something built on Longbow. The map doesn't play very nice with Halo 4's Mongoose physics, and some turns force you to slam headfirst into a wall. It has a bottleneck start, mashing tons of players together in a small space and guaranteeing that a few people get screwed over at spawn.
Jarl Elisif would be displeased.