Ancestor

Discussion in 'Map Discussion' started by D4rkDeath, Jul 3, 2016.

  1. D4rkDeath

    D4rkDeath Spartan II
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    @DC Valorstrike Thank you so much for the feature (it's like a nostalgia trailer punch) and the professional looking review! I am truly honored by the overwhelming support for Ancestor! The YouTubers, the Forgers, and the Fans have all been so great at providing feedback, testing in lobbies, and just overall a lot of support! Thank you also to forgefactor.net for all the support as well!
     
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  2. DC Valorstrike

    DC Valorstrike Legendary
    Senior Member

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    Of course brother, we should be thanking you and Weeeeemann for bringing the community such a dope af map dude. I really hope we can continue to spread word of it to get it into matchmaking!
     
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  3. D4rkDeath

    D4rkDeath Spartan II
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    Yeah, I'm amazed at the following the map has received!
     
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  4. JurassicWeeMan

    JurassicWeeMan Spartan II

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    Yes, @DC Valorstrike that was an awesome feature, and I am glad you enjoyed the map! I loved playing through campaign missions and getting inspiration for the map art style!
     
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  5. D4rkDeath

    D4rkDeath Spartan II
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    D4rkDeath updated Ancestor with a new update entry:

    Banshee Change, moved weapons, added spawning.

    Read the rest of this update entry...
     
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  6. DC Valorstrike

    DC Valorstrike Legendary
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    Better bring this bad boy for testing on Monday
     
  7. D4rkDeath

    D4rkDeath Spartan II
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    Man, so much positive for Ancestor! Thank you all for being so helpful and supportive through the journey!
     
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  8. D4rkDeath

    D4rkDeath Spartan II
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    D4rkDeath updated Ancestor with a new update entry:

    Asked changes

    Read the rest of this update entry...
     
  9. QuietMan

    QuietMan Spartan I

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    I love playing on this map soooo much. Basically all I request in bit team lobbies on H5 PC. I wish the C.E. pistol had more ammo because I love destroying with it. Lots of really fun flag games on this map. Plays great, looks great. I have notice that a lot of PC players with inferior PC usually crash on this map for some reason.

    Object count, lighting, not sure. Only issue I can find for what make an awesome BTB map.
     
  10. D4rkDeath

    D4rkDeath Spartan II
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    Yeah that CE pistol can wreck, some people wanted it off the map, but I just made it spawn less often. I have yet to try anything with the PC forge and customs yet.
     
  11. Portaleer

    Portaleer THE FORGERUNNER
    Staff Member Forge Critic

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    I've yet to have a proper playtest but I have nothing more to say at the moment other than it is one nostalgia kick in the face. It certainly feels like Halo 3 all over again. Whether you are in a Wraith, Hog, etc., the terrain is silky smooth to traverse and elegantly melds with the base of the Control Room superstructure. The superstructure itself was built exceptionally well and its surrounding bases and terrain seem to be tailored well for a BTB experience. Good job guys.
     
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  12. D4rkDeath

    D4rkDeath Spartan II
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    So glad you like it! We will have to do a customs and play on it!
     
  13. D4rkDeath

    D4rkDeath Spartan II
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    I am glad to see this made its way to the PC community!
     
  14. D4rkDeath

    D4rkDeath Spartan II
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    D4rkDeath updated Ancestor with a new update entry:

    Big update

    Read the rest of this update entry...
     
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  15. JurassicWeeMan

    JurassicWeeMan Spartan II

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    [​IMG]
     
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  16. D4rkDeath

    D4rkDeath Spartan II
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    Nice hat.
     
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  17. WAR

    WAR Cartographer
    The Creator Forge Critic

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    I thought the map played great for CTF. This design has a lot of potential however you are dealing with a very 'risky' foundation, which is a great thing as a designer. We always want to challenge ourselves to make something that normally wouldn't work, work! This is problem solving at its finest and the main reason why I love level design so much. Your map is awful for slayer and thats just a part of the character for the map. I think PIT doesn't play slayer well either but thats mainly a spawning issue. Your map has a huge tower for a team to settle in and shoot players at the bottom. This is a far more severe problem. If this map were to be considered for matchmaking. I think we should focus on objective play only and remove slayer entirely. That way it will force teams to engage with the space differently and not entice them to just camp top mid.

    If you really want to make the map viable for slayer then serious revisions to the design need to be made. I would cut an entire level off of the structure in height to reduce the distance and range between the top to bottom engagements. Teleports could help players get into the structure without being shot off spawn. Perhaps give each team a wasp located in their base so that they can challenge top mid every 3 mins? Shame because the banshee is so fun to use here. But these are the design sacrifices you may want to consider to get the balance right.

    Your map shows promise. I really like some of the spaces you have a lot. Its just a matter of finding what game mode play best and fine tuning that experience.

    PS - change your optimal game type from Slayer to CTF for your map post. ;)
     
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  18. D4rkDeath

    D4rkDeath Spartan II
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    Just added teleporters from the water infantry routes that take you to overlooking the top to counter it, removed the lightrifle, put scatter in the middle, removed h2 BR,put a hydra at each base to push out from the bases, and put plasma casters in place of the snipers. The plasma casters can stick the top beam and rain down on top mid to serve as a counter. Wasps strafing, especially by the water, cause a large dip in performance. The map has definitely evolved into a ctf and strongholds experience. I have thought about removing the top a few times, even tried it once, it just destroys the theme, lol. This map was a massive undertaking and is well liked by the community, however finding that balance is key. Thanks for your feedback!
     
    #58 D4rkDeath, Nov 20, 2016
    Last edited: Nov 21, 2016
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  19. WAR

    WAR Cartographer
    The Creator Forge Critic

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    Thanks for taking my feedback into consideration so soon, I hope those teleporters work out well for you. They won't resolve all of the issues for slayer but I think you will find improvements to gameplay over all modes once players are aware of where those teleporters are located. Perhaps you could make it easier for players to jump onto those levels by adding a rock ramp similar to Raid on Apex 7's middle structure.
     
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  20. D4rkDeath

    D4rkDeath Spartan II
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    I'm going to try these changes out for a few tests. There are twice as many ways to get up the structure than a week ago and I want to see how well the teleporters work out. I'm still toying with a few ideas on a test file though and I am determined to find a solution. Thanks Warholic, try out the changes in your lobbies, at some point a solution will be found.
     
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