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07-13-2009
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#11 (permalink)
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Member
Join Date: Apr 2009
Location: Cheshire, England
Posts: 260
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This map is incredible. When I tested it, the game play was smooth and the layout of the map worked really well for all game types. The interlocking and geomerging is flawless and you can tell that you spent allot of time making in no less than perfect. You can see just from the detail you have in this thread how much time you've spent on it. I have a more in depth review/feedback in the feedback forums for the testers guild.
It was really hard to pick something out of this map that was 'bad', you know, something for you to improve on because to be honest, it was all good. You have it down to a tee what it is that good competitive maps need.
Last edited by Crippled Hobo; 07-13-2009 at 05:28 PM.
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07-14-2009
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#12 (permalink)
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Junior Member
Join Date: Jul 2008
Location: earth
Posts: 94
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Quote:
Originally Posted by Conkerkid11
It's almost unbelievable that out of all the testers for Exhibition, Crippled Hobo is the only one that posted on the map thread itself. Thank you so much Crippled Hobo! But what really saddens me is the fact that this is already on page two. I have seen so many amazing maps get pushed back this soon after the release, but after the first day of it being posted! You're telling me that Exhibition lasted one day? This is ridiculous.. Not only was it thrown back to the second page within one day, but it looks like a couple of people rated it one star as well. It's obvious to me that they had no reason to rate it so harshly. I could see a map with terrible gameplay deserving a one star treatment... But after how many positive comments I have recieved this is just despicable! I could sum down just about every post in this thread to "Amazing map! Great geomerging and interlocking! Blue base looks amazing!" So what the... I'm not even going to say anymore... I've noticed there have been a couple people following all of my creations rating them low scores... But towards something of this attire!? Nobody let Utah Mambo drop like this... Nobody let Dunescape drop like this! So what the hell did I do to deserve this!? Nobody who tested it could think of anything bad to say about the map that reflected upon gameplay! Not one single person...
Let me just end this so called "Cockerkid on his period" thing with a quote from an actual tester...
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i hear you about the good maps getting buried, but i resently made a 12 player map and have enough trouble getting players, but i was on this map today in forge, oh my god the spawns were horendous you had little clusterf***s of spawns in the D base, like literally sets of 4 spawns. i havent played this but i know how spawns work and those dont! i was really impressed with the geomtry of the map, especially the hand good job, but test more and i think youll find flaws
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07-14-2009
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#13 (permalink)
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Member
Join Date: Dec 2008
Posts: 163
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Conker, I am going to ask you again: Was this map inspired by Tetradymite? The layout for the most part is exactly the same idea, except for the addition of middle turf. The Claw = The Hand, The geometric styles of blue and red are direct echoes of Tetradymite, and hell, it seems that the only thing you did to change the map was move some of the in-base paths on red and add lots of pretty geomerges. I don't mean to sound like an asshole here, but some of those geomerges turned out poorly, specifically some of the Huge Blocks at blue. In terms of layout changes, you did move blue back a significant amount, but nearly every other part of the geometry layout screams Tetradymite. I ran a couple of tests in hopes that you perhaps had been able to make a better Tetradymite than the original. Spawns were worse than the spawns that Sage tried to put into Tetradymite, and they turned out pretty terribly. Also, the weapon placement felt very off. In one game, blue team spawned with immediate access to a sniper and a shotgun, while red had nothing to counter. Blue's best player, and absolutely ridiculous sniper, grabbed both of these, and went on a running riot by spawncamping with BOTH. I will give you props though on your Forge skills. It appears that you are getting better as a forger, but your design sense needs improvement. Also, you received a lot of feedback from your sheduled test, but you didn't listen to any of it and just went ahead and posted the map. I am sorry, but you should've at least tried to put some more effort into weapon balance and spawns after the test, if not fixing some of the bad merges at various points around the map.
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07-14-2009
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#14 (permalink)
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Resident Shotgun Whore
Join Date: Apr 2008
Location: the shotgun spawn Sex: yes please.
Posts: 3,230
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Well, call me impressed enough to have downloaded it and given it a shot. I thought it looked relatively good from the pictures, though some of it looked better in the shots, it lived up physically in person. I think the map is designed fairly well, so Ill move on to the only things that matter, constructive criticism.
Now, I have seen that you arent much for negative feedback, but Im not really a good bullshitter, so Im just gonna be thoroughly honest with you.
Spawns | They worked okay, but couldve been improved upon. I found myself spawning in areas i didnt want to be, and occasionally within crossfire. If you want this map to be the best it can be, I advise rethinking some of the spawns.
Attackers Base | This base looks all perty n junk, but its quite... unprotected in any manner. I think you were too focused on how it looked [hi chips!] and not enough on how dangerous it is to be there. For example, If I was in red base, I could pick up that pretty little sniper and say... walk right up the giant dune behind me and stand there with a clear open view to 75% of Blue teams spawns.
Weapons | My problem wasnt so much with the weapons you chose, but where you put them and how you placed them. Several of them are placed in areas that Id have to travel out of my way to get. Such as the spikers on the "shelf". Really... a shelf? The other major thing is leaning weapons against walls that normally wouldnt be. Plasma Rifles look ridiculous how you've placed them, and the bubble shield couldve been effectively placed laying down in the center of where it is, but you instead chose to lean it up off to the side. This not only looked dumb, but i also have to swerve to grab it, instead of just picking it up on my natural path. I advise you to consider placing the weapons in more traveled areas, and with less detours to grab them.
Other than all that, I found it somewhat enjoyable. Im not gonna say I loved it, because I didnt, but I think you're getting somewhat better at designing. Im gonna say ya need to think things through a little more, and learn how to take criticism a little better as well.
Dilemmachine | Lividity | Dissonance | Untitled
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07-14-2009
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#15 (permalink)
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Member
Join Date: Dec 2008
Location: New Jersey
Posts: 229
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The map itself is amazing and it has an amazing presentation. The thing tha caught my eye was how both bases are merged into the sand. I also like the structures you put in such as the Hand and the middle turf. The only thing that i have a problem with on this map is on the red base the double wall is slanted, but thats just my opinion. Great job.
"I was gonna shoot my way out. Mix things up a little."
-Master Chief
How to Post Pics
**Not my guide**
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07-14-2009
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#16 (permalink)
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Member
Join Date: Jan 2009
Posts: 103
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Another Tetradymite?
Well damn. I wouldn't be surprised if this map was nominated for a feature as well. There are way too many people amongst forgehub that are captivated by a map's aesthetics; so much so that they do not bother to assess how well the map actually plays. If the layout of this map resembles that of Tetradymite, I could only assume it will play in a similar fashion. Do you know how much I enjoyed playing on Tetradymite? I didn't. The sides were uneven, the weapon placement was bad, and I did not see the function of many aesthetic structures. If this map has the same flaws, then I won't even bother to download. I've seen far too many of these maps work their way to fame due to good aesthetics, and I will no longer be part of these map's successes.
Last edited by CyraxZ; 07-15-2009 at 12:41 AM.
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07-14-2009
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#17 (permalink)
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Member
Join Date: Jun 2008
Posts: 244
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I'm not going to lie, the merging is pretty epic.
There's just a few minor bumps.
The spawns, however, are place in the most odd way I've ever seen.
They are in little groups that are bound to not work good.
I have seen maps with spawns like this but none of them that I have seen play good.
I'm confused as to why you did this.
Last edited by TKS x MoNsTeR x; 07-14-2009 at 07:30 PM.
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07-14-2009
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#18 (permalink)
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Member
Join Date: Jun 2008
Location: Ohio
Posts: 124
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The layout is great. Big problem is not enough cover. Add some more over and it will be much better. Thats really the only problem, but it is a big one. The foring is nice and neat though.
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07-16-2009
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#19 (permalink)
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Senior Member
Join Date: Mar 2008
Location: Portland, Oregon
Posts: 887
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MAP UPDATES
Version 1.1 Update
Minor spawn issues fixed
Every spawn point moved
Sniper rifle at attacker base moved
Sniper rifle at defender base moved
More spike grenades placed around the map
Bubble shield moved
Second sniper rifle that spawned in asymmetrical games removed
Needler placed against cover
Shotgun at attacker base moved
No major structural changes were made. So I have not yet found the need to update the screenshots. I tested Exhibition after the changes were made and it plays a lot better than before. Please download and rate the map... I am still sad about losing the 76% rating because that was the highest I've ever been at, but oh well I guess.
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07-17-2009
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#20 (permalink)
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Heroic Member
Join Date: Dec 2008
Location: The middle of the ocean
Posts: 1,490
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Quote:
Originally Posted by Conkerkid11
MAP UPDATES
Version 1.1 Update
Minor spawn issues fixed
Every spawn point moved
Sniper rifle at attacker base moved
Sniper rifle at defender base moved
More spike grenades placed around the map
Bubble shield moved
Second sniper rifle that spawned in asymmetrical games removed
Needler placed against cover
Shotgun at attacker base moved
No major structural changes were made. So I have not yet found the need to update the screenshots. I tested Exhibition after the changes were made and it plays a lot better than before. Please download and rate the map... I am still sad about losing the 76% rating because that was the highest I've ever been at, but oh well I guess.
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These were things you needed to fix before you posted the map. I talked to a couple of the people that tested the map and almost all the things you fixed for v1.1 were mentioned. Just because you test the map once, does not mean it is ready to be posted, especially if the testers gave you advice on how to update the map so it plays better. Try not to get cocky and think that just because you made a map with a lot of geomerging that it's going to play amazingly the first time you play it. That will almost never happen, especially for a relatively inexperienced forgers like me and you.
We both set up tests for our maps on the same day. I had already tested mine before then. You posted yours the next day. I'm still testing and changing mine.
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