about the map, awesome stuff. color coding it green, i haven't seen that yet. i like how you got the floating platforms even. i like the map, it would be great for a 1v1 or 2v2 br warm-up, there's enough cover to hide but not enough to stay hiding. the merging is clean, which is pretty difficult outside of the map, when everything is color-coded, and grid-less. also, the design is very unique. 4.5/5, downloaded.
Well if you haven't seen all greed boxs yet then you obviously don't know me. My first map, OLYMPIUM, was the first all green map. And No One knows color coating sucks like me... I have the feeling that the creator of this map could have used my maps to get out here beyond the barriers, I'm going to download this and see if any of the objects that I placed in secret locations in my map are still in the map, then I will know if this is just a copy of one of mine, or if you actually just broke the barrier on your own. The map looks ok, I like it because it's the first that is made outside avalanche like all mine, and that it's color coated, but I will get a better reply after I play and see what its is like.
Well if you haven't seen all greed boxs yet then you obviously don't know me. My first map, OLYMPIUM, was the first all green map. And No One knows color coating sucks like me... I have the feeling that the creator of this map could have used my maps to get out here beyond the barriers, I'm going to download this and see if any of the objects that I placed in secret locations in my map are still in the map, then I will know if this is just a copy of one of mine, or if you actually just broke the barrier on your own. The map looks ok, I like it because it's the first that is made outside avalanche like all mine, and that it's color coated, but I will get a better reply after I play and see what its is like.
You HONESTLY think I copied you? Wow. It isn't hard at all to get past the boundaries, friend. It's common knowledge.
You HONESTLY think I copied you? Wow. It isn't hard at all to get past the boundaries, friend. It's common knowledge.
No, I don't care if you did. I still like the fact that somone else is making maps out here. If you haven't seen any of my previous maps you should give them a look, there all out side the barriers. I think you should work on this a bit more it's pretty small and seems like it's real easy to fall off. I like it though, it's in a good spot, Is it possible to get back to avalanche I didn't try, if so your always going to have people doing that it will get annoying. But nice little float job. 3/5
No, I don't care if you did. I still like the fact that somone else is making maps out here. If you haven't seen any of my previous maps you should give them a look, there all out side the barriers. I think you should work on this a bit more it's pretty small and seems like it's real easy to fall off. I like it though, it's in a good spot, Is it possible to get back to avalanche I didn't try, if so your always going to have people doing that it will get annoying. But nice little float job. 3/5
I actually have looked at your maps, and I like them a lot. The map is supposed to be small, it's meant for 2 vs. 2 and 1 vs. 1. I wanted it easy to fall off, give it that 'cliff-hanger' feel. And yes, it's impossible to get back to Avalanche.
I was wondering if you knew that the barrier to the inside of the map overlaps with the very edge of the nearest walkway, forcing all who touch it to be trapped or jump off and kill themselves. I agree that the camp box should maybe be changed to something else, but maybe it's just because I don't like shield doors.
I was wondering if you knew that the barrier to the inside of the map overlaps with the very edge of the nearest walkway, forcing all who touch it to be trapped or jump off and kill themselves. I agree that the camp box should maybe be changed to something else, but maybe it's just because I don't like shield doors.
I'm aware of that one. In testing, it never really happened (other than in the heat of action when they were running off the edge anyway) so I discarded it as a very valid problem.
Woah, lucky! You got Insane to post in here! Anyways, I'm prob gonna DL to test it out before I say anything other than. Interesting Idea for the map, it looks... intriguing...
As others have said, the lack of cover probably takes away from the gameplay a bit, especially if it's with any more than four players, but it looks really well merged. Must have taken you forever.
Alright, just played it. I had a few problems with spawns; occasionally I wouldn't be paying attention and run off the edge of the map, some of the spawns are really close to the edge. Also, most spawns face towards Avalanche, not the map. When I spawn all I'm seeing is the scenery, it makes me pause for a moment while I look around and figure out where I am. It can be tough to get this right because of the different levels of elevation on this map, but it's worth a look into. In a similar vein, I didn't really like where a bunch of them point, like at a corner that has 2 paths off it, it points towards the middle where I just fall off. Also, it needs to be pushed farther back to you have more time to realize where you are. 2-3 seconds of running straight forward if you can, thanks. There's also very, very few spawn points. I could check em all pretty quickly, not really in a 1v1 but very possible in a 2v2, I think.
The interlocking is really smooth and looks great, but I didn't really feel any risk in aquiring a power weapon. I didn't really like how there's only one path down and no other ways back up, especially for the reward of just a regen and carbine and stickies. That generally followed throughout the map, it seemed like a straight path in general, with no ways to flank or intercept with a teammate or in a 1v1. There seemed to be no tactical jumps either to get from area to area, even a nice drop you could've used (that like thin hole between 4 double boxes) dropped into nothing, it looked like. To be honest, the lay out seemed kind of randomly decided, if it was I urge you to read up on map design and layout and plan your maps out in advanced in the future. You can really improve the way people flow in your map that way. Personally, I use Bungie maps as examples of how things should be done.
The fuel rod area was kind of pointless, I was able to just camp in the open single box with it, with the shield door. Talking about that, the shield door isn't exactly angled right. No big deal, but figured I'd let ya know. Also, around that area sometimes I'd get stuck (?) along the side of the boxes and have to fall off. It was weird.
I also think the BRs and some other weapons needed to be more out in the open. I didn't notice most until I looked for em.
OK, so I've been nitpicking at stuff, and been pretty critical. You seem like a guy who appreciates constructive criticism instead of "OMG GUD" or "UR MAP SUXZ LUL". The gameplay was decently fun in my 1v1 BR game. Though I doubt you can really make this very competitive and well-flowing in a v2, I look forward to seeing maps from you in the future.
Alright, just played it. I had a few problems with spawns; occasionally I wouldn't be paying attention and run off the edge of the map, some of the spawns are really close to the edge. Also, most spawns face towards Avalanche, not the map. When I spawn all I'm seeing is the scenery, it makes me pause for a moment while I look around and figure out where I am. It can be tough to get this right because of the different levels of elevation on this map, but it's worth a look into. In a similar vein, I didn't really like where a bunch of them point, like at a corner that has 2 paths off it, it points towards the middle where I just fall off. Also, it needs to be pushed farther back to you have more time to realize where you are. 2-3 seconds of running straight forward if you can, thanks. There's also very, very few spawn points. I could check em all pretty quickly, not really in a 1v1 but very possible in a 2v2, I think.
The interlocking is really smooth and looks great, but I didn't really feel any risk in aquiring a power weapon. I didn't really like how there's only one path down and no other ways back up, especially for the reward of just a regen and carbine and stickies. That generally followed throughout the map, it seemed like a straight path in general, with no ways to flank or intercept with a teammate or in a 1v1. There seemed to be no tactical jumps either to get from area to area, even a nice drop you could've used (that like thin hole between 4 double boxes) dropped into nothing, it looked like. To be honest, the lay out seemed kind of randomly decided, if it was I urge you to read up on map design and layout and plan your maps out in advanced in the future. You can really improve the way people flow in your map that way. Personally, I use Bungie maps as examples of how things should be done.
The fuel rod area was kind of pointless, I was able to just camp in the open single box with it, with the shield door. Talking about that, the shield door isn't exactly angled right. No big deal, but figured I'd let ya know. Also, around that area sometimes I'd get stuck (?) along the side of the boxes and have to fall off. It was weird.
I also think the BRs and some other weapons needed to be more out in the open. I didn't notice most until I looked for em.
OK, so I've been nitpicking at stuff, and been pretty critical. You seem like a guy who appreciates constructive criticism instead of "OMG GUD" or "UR MAP SUXZ LUL". The gameplay was decently fun in my 1v1 BR game. Though I doubt you can really make this very competitive and well-flowing in a v2, I look forward to seeing maps from you in the future.
:)
Thanks a lot for that review. You're right- I appreciate an actual review rather than the usual two to three word response.
As for your criticisms-
In version .2, I switched where the Carbine and Fuel Rod spawn. This helps things a lot; the power weapon is more out in the open and harder to get to, etc.
As for the spawns, they were a severe challenge for me and still are. A lot of the time, I'd place a spawn, and when you spawn, you fly off the boundary. I'm looking for ways to get past that, and once I do, that gripe will hopefully be lessened. I agree, most of them are placed a bit too close to the edge. I never thought about turning the direction of them, though, so thanks.
As for the hole on the main platform, it's there to fall through and die. It originally wasn't there, but in one of my test games, I accidentally forgot to spawn it, and we had a blast with it. It added to the 'don't fall to your death' feel.
As for the layout and flow; I knew I wanted to make a kind of one-way dead-end street feel. I agree that there needs to be another way up and down, which brings me to my next point.
In version .2, I added another structure to the end of the turn to get to the watchtower base. It adds another ramp to get up to the secondary upper platform (the camp box). It's in the rough stages, but it helps the flow of the map tremendously. I think this feature is probably going to help the map the most in .2. This picture might help describe it better than I can.
Thanks again, I really appreciate it.
As for the common complaint of the lack of cover on the map, I've added two single open boxes upon the main walkways, so hopefully it should quell those complaints. I'm also adding support for Oddball in version .2 as well.
i can keep a secret if you can keep me guessing.
Last edited by xLike Clockwork; 03-25-2009 at 01:49 AM.