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s0uldier

INCLINEd

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Map Name: INCLINEd
Forger: S0ULDIER
Designed for CTF and TS
Inverse Symmetrical design
 
overview
20130625211441_zpsb50ac673.jpg
blue flag

20130625211539_zps481c5f02.jpg

looking into blue base
20130625211630_zps091fcab8.jpg
blue basement
20130618182702_zps9f69f41a.jpg
looking out from blue flag
20130625211730_zpsf3854275.jpg
gold lift
20130618182718_zps804d85a4.jpg
gold hall
20130618182748_zps5a026cf0.jpg
top gold
20130625211910_zps3239aa64.jpg
 
Red and blue are inverse symmetrical and gold and green are as well.
Video Walkthrough:


 
new for version 1.2
-added more natural rock walls.
-deleted a bunch more 4x4 blocks and replaced with a variety of pieces.
-changed up gold/green lifts.
-added more visual aesthetics.

 

 

 
 * I've taken the feedback from the test lobby and waiho and other input from Fated and a few others and have made some changes.

Version 1.4
-fixed gold/green lifts so you can now jump into them without getting stuck
-took out rockwall between top green/gold and bottom base tunnels so there is less of a tunnel feel in bottom base hallways. it opens up those areas for grenade tosses and callouts so the flag is easier to stop if that route is taken.
-weighted spawns so you should spawn in bottom bases more.

newest version now here: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/6f476422-418b-4d83-93ea-eee7ece70d56

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a few updates:

 

-Changed 4x4 block walls to rock walls for visual appeal.

-added alternate route into bases for better spawning.

-took out some more 'lazy cover'

-addressed spawning issues.

-Changed overshield spawn and sniper platform.

 

20130622085145_zps7d98e449.jpg

 

20130622085217_zps90632a7f.jpg

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Looks pretty good.

I can't tell what, but it looks like it needs a few changes to make it smoother.

Really nice though.

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Updated a few things.

 

Changed bottom mid.

changed up lift structures.

updated aesthetics in some areas.

 

map played really well on the few games we played last night. anyone who has played it have anything to add?

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I've taken the feedback from the test lobby and waiho and other input from Fated and a few others and have made some changes.

Version 1.4
-fixed gold/green lifts so you can now jump into them without getting stuck
-took out rockwall between top green/gold and bottom base tunnels so there is less of a tunnel feel in bottom base hallways. it opens up those areas for grenade tosses and callouts so the flag is easier to stop if that route is taken.
-weighted spawns so you should spawn in bottom bases more.

newest version now here: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/6f476422-418b-4d83-93ea-eee7ece70d56

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I really like the look of this map. I've been trying to get my hands on it since I saw it posted in last weeks "Forge Night" thread.. I hope you don't mind if I hop into forge and put a few touches on it... I think it has a lot of potential. 

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I really like the look of this map. I've been trying to get my hands on it since I saw it posted in last weeks "Forge Night" thread.. I hope you don't mind if I hop into forge and put a few touches on it... I think it has a lot of potential. 

 

I'd be interested to see what you have in mind. I have done some changes since the playtest lobby already but by all means, show me what you're thinking

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I'd be interested to see what you have in mind. I have done some changes since the playtest lobby already but by all means, show me what you're thinking

 

I made a few changes already, if you're online send me a f/r.. same gamertag. 

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