Power Strip

4v4 Slayer
7.8

Map Description

  1. Pat Sounds
    -- I was going to delete this map, but since it holds nostalgic value it has survived...for now --

    Two bases overlook an open pit with bridges down the middle. rockets, overshield and a Scattershot spawn in the middle at different levels of elevation. Designed for smaller team sizes, this map puts you in the action right from spawn. There are plenty of close quarters fights to be had in the lower levels, and lots of opportunities for ground pounds from the upper balconies.

    There is a switch on the center bridge that temporarily cuts off power to the level, despawning all energy bridges and turning off the lights in the process. This allows quick access to the top level via two gravity launchers mounted on the inside of the chasm.

    The map is at its best in Free-For-All or small team Slayer. There are plenty of spawns but I recommend 4v4 player counts for the best experience.

    Here are some gameplay sample from recent builds...

    4v4 Slayer:


    8v8 Strongholds:

Recent Reviews

  1. Divade011 Divade011
    8/5,
    I played a team CTF on this map. Looks great, bases were appropriately CQ with a good line of sight down the side. Top section seemed like a trap if you had flag though, I didn't use it much. I heard you say it was OP before so it makes sense you cut it down. Still felt great to be on.
  2. Dunco Dunco
    7/5,
    Really great detail. The map seems bigger than it is. I kept getting distracted looked at your architecture then getting blasted from behind.

    I did feel it was a bit cramped and there was a dark corner that looked like a hall but was actually a dead end. Maybe some lighting in those corners.

    It was pretty scary crossing from one side's base to the other but I dug that. Played on strongholds and the center was totally chaos. I dug that too :)
  3. Max Extra Max Extra
    8/5,
    Though this map was played with more players than originally anticipated, I thought for the most part this map played very well. I personally love death pits and the sword base/boarding action from this map played very well. This was a wonderfully clean forged map, as I would expect from you.

    I cant comment on the grenade placements because with the player size for the map the frag grenade count was a bit on the larger size. I do like how the splinter grenades where utilized on the maps corners and angles.

    Keep up the great work! I m really not sure what more to say in a review of this map that hasnt been mentioned already or available in the VOD of the stream.
  4. Nohbody Nohbody
    8/5,
    I played this map not in a 2v2 or 4v4 game but in fact in a game in which you, Pat Sounds, were a participant! I think we had how many, 7v7 or so and it was a slayer game? This was in Max Extra's Forge Friday event. That being said, I will keep in mind the scope as I offer my critique.

    First things first, the map has a solid layout. Reminiscent of Halo CE's Boarding Action, Power Strip departs from this possible inspiration in that its two structures, also separated by a chasm (much smaller here), have increased depth the farther the player gets from the chasm. Power strip also has a variety of bridges that span the chasm, and not all of them can be traversed without jumping. One in particular is such a long jump that I had to clamber onto the ledge or face death, a testament to the careful detail Pat Sounds put into the sizing of the jump. While a friend of mine, who unfortunately was much less observant than he should have been, failed to notice the gap in the bridge, complained because he fell right into it, I personally enjoyed the bridges. There was a path that was high up and on the edge of the map and was very narrow. This path felt odd in conjunction with the others methods of traversal, especially in how safe it was when the player quickly sprinted from one side to the other. I think this area should be studied to better understand ways to make its use dangerous but ideal under certain conditions. There was also a bottom floor beneath the bases that had a large, cylindrical platform. While my first impression of this platform was that it was much too high off the ground, I found that with a well-made jump I could clamber onto it and then jump onto another platform. This was especially handy in a situation in which I was near death and was surrounded. I made a hasty getaway and a technical jump onto this platform facilitated my escape. I also used the platform to evade an enemy by running around it in circles! Hahaha it amounted to an interested space with which to fight enemies. The two doors on either side of this bottom area lead into the opposing bases via a large, wide ramp. This area I thought was much too large and when fighting enemies had little geometry with which to bounce grenades or get useful lines of sight. The opponents on the high ground also had the same issue, and the interactions in this area often resulted in a stalemate if both opponents were passive, or a significant advantage to the opponent who stayed put and let the other be aggressive. It may need some reconsideration as well. Also, on the top floor of the bases, I found that these weren't the most inspired combat areas. They didn't offer variations on the combat scenarios already present in the map.

    I think the map would be fairly large for a 2v2, but would be ideal for a 4v4. Again, that statement should be taken with a grain of salt given the number of players I played with on this map. I did not have the chance to test out the power weapons. The aesthetics of the map were great, specifically the light-bridges. I recommend finding a way to use aesthetics to differentiate the levels in the bases. Using colors or items to give context to the current floor in the base can help give players have a better natural sense of their current location. I found that I wasn't always sure where I was in the base until I looked out at the chasm.

    Positives:
    + Good, simple, easily & quickly understood map layout
    + Good use of varied combat spaces and verticality
    + Great aesthetics

    Negatives:
    - Certain combat areas are awkward and may need fine tuning
    - Map layout is solid, which is a plus, but lacks in innovative movement options or combat spaces.
    - Not as good as Pet Sounds

    Overall: 4 Stars. Great design. Great execution. Great visuals. Caveat: it leaves me yearning for a little something <i>more</i > in that I don't think it fully takes advantage of the new movement possibilities in Halo 5.

Discussion

  1. Pat Sounds

    Pat Sounds Spartan I
    Forge Critic

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    Man, thanks so much for taking the time to play it and post some feedback. It means a lot. I'll definitely take both of those suggestions into consideration and pursue some changes. So far I've only really play tested this with some random players from matchmaking and mostly I've just been watching how they act during the map and basing my changes from there. So having someone take the time to seriously play test it is a huge help!

    My original layout actually had the trench in the middle be a bottomless pit like you suggested, but I ended up putting a lower floor and some access to the roof to encourage more verticality. I probably did that mostly because I got carried away / sucked in to adding more to the map (As I said this is my first map - I think I got over-excited lol). I'll likely go the route of re-building that middle trench section first and see what that does for the gameplay.

    I'm also gonna make the glass totally clear so you can get a better view of people above and below you. I've had a few fun shootouts on the upper level so I'll keep testing to see if it's possible to make that work without making it too hard to find other players. If that doesn't focus the gameplay enough, I'll look into limiting the rooftop access.

    Do you have any thoughts on the weapon setup? So far I've been pretty happy with how the Plasma Caster / Needler work together, but a little unsure if having the overshield in the mix as well is too much...

    Thanks again for playing the map!
     
    AnonFriction likes this.
  2. Pat Sounds

    Pat Sounds Spartan I
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    Pat Sounds updated Power Strip with a new update entry:

    V0.91 Update

    Read the rest of this update entry...
     
  3. AnonFriction

    AnonFriction Spartan I
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    I don't remember having any issues with weapon layout when we played :)

    When we get a chance we will look at it again and I'll post feedback on the updates :D
     
  4. Pat Sounds

    Pat Sounds Spartan I
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    Thanks! So far I think the changes you suggested are big improvements. Looking forward to hearing your take on it.
     
  5. Pat Sounds

    Pat Sounds Spartan I
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    Pat Sounds updated Power Strip with a new update entry:

    Power Strip Version 1.0

    Read the rest of this update entry...
     
  6. Pat Sounds

    Pat Sounds Spartan I
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    Thanks for the review man! Lots of great detailed feedback here. I'll take all of this into consideration when refining it. When we played last night, we actually played two of my maps back to back. This one, Power Strip, and a remix of it called Circuit Breaker. I'm planning on doing a trio of maps based around a power station theme. The idea is that they're all different stations on the same power line, which you can see off in the distance on each level.

    Some of the areas you talk about are actually from the remix of this map, like the round cylinders and the weapons placed on the narrow ledges on the side of the maps...But I totally understand all the feedback here regardless. This is all very useful. In the future I'll make sure not to play the remixes back to back...With all the maps played, they blurred together even for me. These are some of the first maps I've put together for Halo 5 so I played it safe in layout. I think the points you made about the top floors are very valid for both maps - that's gonna be the first place I'll look at when re-working them.

    Thanks again for the feedback! Major points for getting the Pet Sounds reference too...
     
  7. Pat Sounds

    Pat Sounds Spartan I
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    Pat Sounds updated Power Strip with a new update entry:

    Power Strip Version 2 - A few big changes

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  8. Pat Sounds

    Pat Sounds Spartan I
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    Pat Sounds updated Power Strip with a new update entry:

    Power Strip Version 2.1

    Read the rest of this update entry...
     
  9. Pat Sounds

    Pat Sounds Spartan I
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    Pat Sounds updated Power Strip with a new update entry:

    Power Strip Version 2.6

    Read the rest of this update entry...
     
  10. Pat Sounds

    Pat Sounds Spartan I
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    Pat Sounds updated Power Strip with a new update entry:

    Power Strip Version 2.6

    Read the rest of this update entry...
     
  11. Max Extra

    Max Extra Forged Friday Founder
    Staff Member Administrator Forge Critic

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    I love how far this map has come over the past few weeks and several test lobbies. I still find the lifts on the walls a bit tricky to use but over time i think i may come to use them better. there is just a ton of risk involved in trying to get in to them. I like how the roof combat is coming along and I think the lifts youve added really help tie them in with the rest of the map. at the moment i cant think of anything to complain about really that we havent talked about already. Keep it up you've been putting out some good maps lately and id like to see what else you have
     
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  12. Pat Sounds

    Pat Sounds Spartan I
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    Thanks man! I've been learning a lot through testing lobbies. I'll keep at it.
     
  13. Max Extra

    Max Extra Forged Friday Founder
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    Here is some of the feedback from the April 15th lobby:

    Navigation, roof underused, rework the shape possibly

    You where there but i still like to get it written down for everyone who has given a link. i really liking the look of the map and how its going keep it up.
     
  14. Pat Sounds

    Pat Sounds Spartan I
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    Thanks man! That's in line with other feedback I've been getting consistently...I've altered the roof quite a bit for the most recent update, so the version we'll play tonight should improve the rooftop gameplay.

    This most recent gameplay video includes most of the new rooftop changes. I've updated it in the map post as well....I think things are moving in the right direction.

     
  15. Pat Sounds

    Pat Sounds Spartan I
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    Pat Sounds updated Power Strip with a new update entry:

    Power Strip Version 2.8

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  16. INFINUT

    INFINUT Iforge
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    This map gets better and better Pat! Keep at it bro :)
     
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  17. Pat Sounds

    Pat Sounds Spartan I
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    Pat Sounds updated Power Strip with a new update entry:

    Version 3

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  18. Pat Sounds

    Pat Sounds Spartan I
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    Pat Sounds updated Power Strip with a new update entry:

    Power Strip Version 3.1

    Read the rest of this update entry...
     

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