Stagno 1.8

Discussion in 'Halo 4 Archive' started by kgbzelov, Jul 16, 2013.

  1. kgbzelov

    kgbzelov Heroic

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    Stagno 1.8

    This map is a 4v4 Asymmetrical structure based map. The map encircles a central pond with four main structures flowing around it. Two important things that a player needs to know to do good is that the initial weapon rush is very important and don't fall in the water.(Spartans cant swim) The three power weapons on this map are the rails shotgun and rockets which both teams have a fair chance in getting. The map can also be played with slayer variants KOTH and CTF but I recommend it for slayer pro.

    link: http://www.halowaypoint.com/en-us/playe ... 5297dc823c




    [​IMG]


    Center bridge
    [​IMG]
    gold building
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    blue building
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    green building
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    red building
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    [​IMG]


    This map is a great competitive so I would love if u guys could download this map and leave any comments on this map by replying to the post.
     
    #1 kgbzelov, Jul 16, 2013
    Last edited: Jul 16, 2013
  2. A Haunted Army

    A Haunted Army Your Local Pessimist
    Forge Critic Senior Member

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    pictures now moved to OP
     
    #2 A Haunted Army, Jul 16, 2013
    Last edited: Jul 16, 2013
  3. kgbzelov

    kgbzelov Heroic

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    thanks haunted army
     
  4. DG Intensity

    DG Intensity Heroic

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    The only suggestion I can give before playing the map would be to change some of the aesthetics as well as add some more, maybe try to find a different piece than the 4x4 block for some of the flooring. I will hopefully be able to test it tonight and then give some more feedback then. Also I would consider taking off the random ordinances, however I do like the long los that you implemented on the map.
     
  5. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    Remember, this is a finished map in the eyes of the forger. Try and respect that by stating what you like and dislike about the map, preferably after a game, instead of just shoot suggested changes at them. I understand that you are trying to help and I appreciate that. Its just it can be very frustrating for the author of the map, especially when you are just judging from images.
     
  6. DG Intensity

    DG Intensity Heroic

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    That is true but he asked me if I could post a comment on the map yesterday after we flew through it in forge for about 30 minutes. I understand that judging a map before you play can be frustrating but I am simply doing what he asked me to do.
     
  7. kgbzelov

    kgbzelov Heroic

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    Elliot I totally agree with you because I hate when some people judge maps only on looks and suggest things that doesn't work before they even experience the gameplay when they are not even competitive forgers then that does make me mad. But DG Intensity was only trying to help me out with some suggestions on my map improve it with a detailed look in my map in forge with me.
     
  8. Squidkake

    Squidkake Mythic

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    Well, I see nothing wrong with the 4x4 blocks, but that is just preferance. I also like the pond.

    Oh and I tried to make my Spartan swim too, it didn't work.
     
  9. DEAD VII

    DEAD VII Legendary

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    Great looking map, loving the center bridge.
     
  10. AgentPaperCraft

    AgentPaperCraft Cartographer
    Senior Member

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    Made any changes to the maps overall size so far?
     
  11. kgbzelov

    kgbzelov Heroic

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    I have not been on xbox for few days but What I have done so far I made green base smaller and center bridge has more cover and more wall cover but I am having trouble trying to reduce the size
     
  12. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    This feedback is based upon the original version, since I haven't seen the updated version you've apparently been working on. This map is already decent, but has the potential to be better still.

    I wouldn't strictly say that the map is too big. However, the degree of overlap and the abundance of routes throughout the map is a bit overdone I think. The positive side of that is that there are plenty of safe spawning areas. The downside is that it's extremely difficult to predict player movement, which makes it too difficult to attain and maintain map control. Designs of this nature generally result in gameplay that is very unpredictable, which is not ideal for team play. Gold is quite nice, and is by far the most streamlined portion of the map. I think streamlining the rest of the map would be beneficial.

    I really like the bridge area and the main pathways on either side of the bridge. As you move further away from the bridge, though, the map becomes too complex. I would work on reducing the number of routes and the amount of overlap in blue, green and red. There are several corners you can remove altogether... The corner where the lift is in red. The corner behind where the blue team spawns in green. The blue corner that leads to the lower level (to the right of where the blue team spawns). If I was working on this map, I would begin there, and then work on streamlining each of those three bases.

    One more thing I would keep in mind... Right now, the upper levels of all the bases are at the same elevation. Giving a height advantage to one or two of the bases is something I would seriously consider.
     

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