Martyr

Discussion in 'Reach Competitive Maps' started by Antares777x, Nov 10, 2010.

  1. Antares777x

    Antares777x Forerunner
    Senior Member

    Messages:
    168
    Likes Received:
    0
    Martyr (Current Version: 1.1)

    MARTYR

    Version 1.1 is updated! Click on the Download link at the top^!


    This is my first map post: feedback is greatly appreciated and needed! Tear my map apart with criticism so that I can learn how to make better maps! Thanks!

    Change Log:
    Version 1.1:
    -Replaced Plasma Pistols with Magnums on a 30 second timer.
    -Replaced DMR in the middle with a Plasma Pistol on a 90 second timer.
    -Added a Magnum in front of the teleporter by Sniper Tower on a thirty second timer.
    -Increased the Spiker and Plasma Repeater spawn time to 60 seconds from 45 seconds.
    -Decreased Grenade Launcher spawn time to 150 seconds from 180 seconds and decreased its extra clip size to four.

    Weapon List:
    -3x DMRs, 30 seconds, 2 extra clips (receiver, and two in each of the rooms at the corners)
    -4x Needle Rifles, 30 seconds, 2 extra clips (upper red/blue, and by the struts on the ground, one for each side)
    -2x Plasma Repeaters, 60 seconds (top mid, one for each side)(purple)
    -2x Spikers, 60 seconds, 2 extra clips (behind glass sails, one for each side)
    -3x Magnums, 30 seconds, 2 extra clips (bottom bases, and one in front of teleporter frame)
    -1x Plasma Pistols, 90 seconds (Ledge in between bridge and top mid)
    -1x Sniper Rifle, 120 seconds, 1 extra clip (sender/sniper ledge)(green)
    -1x Plasma Launcher, 180 seconds (top mid)(purple)
    -1x Grenade Launcher, 150 seconds, 5 extra clips (bottom mid)(pink/neutral)
    -1x Needler, 90 seconds, 2 extra clips (back side)(orange)
    -4x Plasma Grenades, 30 seconds (top mid, one for each side, and two contested at the bridge)
    -4x Frag Grenades, 30 seconds (bottom mid, two for each side)(neutral)

    Other:
    -5x Fusion Coils, 60 seconds (two at the ends of orange, one at top mid and at cliffside)


    Screenshots:

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]


    Description:
    Martyr is a converse symmetrical two-base map built in Quarry that features unique gameplay revolving around the middle of the map. One major feature about this map is the teleporter beneath the sniper ledge that leads to the Needler. It can offer whoever has the Sniper Rifle a quick escape, but they take a risk because the receiver leads them to a poor sniping location. Gravity lifts in the bottom of the bases can offer people on lower ground a chance to gain and edge over enemies by using backdoor attacks from the bottom of the bases and help the map flow better. Another gravity lift in the center of the map near the Grenade Launcher allows people to gain an elevation advantage by flying up to the Needler spawn (orange). The Needler spawn is rather isolated from top mid by a wall, so the person using the lift won't gain too much of an advantage. Other ways to travel up to the top include four ramps, one on each side of each base, the three gravity lifts that I have mentioned, and two ramps that lead to the bridge where the contested Plasma Grenades are. Another feature of this map would be the "cracks" in the upper levels that let you see/shoot/jump down on enemies beneath you on the bottom of the map. I have been testing this out, and I think it is a good idea to help balance out the amount of ways for bottom to transition to top. There are also small tunnels that don't really serve much of a purpose beneath the ramps that lead to the bridge, which were there for fun gameplay and some aesthetics.


    Known Issues/Inconveniences:
    -The two ramps that lead to the bridge are 45 degrees and screw up grenade tosses (I'm not going to use lifts, and there isn't enough room in this location for less steep ramps).

    ~NOTE: These are some changes that I may have thought of and that other people may have thought of, and are NOT a list of changes that WILL be incorporated into the next update, but MIGHT be incorporated.


    ~Download Martyr Version 1.1~

    Feedback is greatly appreciated! This may be a potential Forgetacular map submission, so I need you're help!
     
    #1 Antares777x, Nov 10, 2010
    Last edited: Dec 9, 2010
  2. Battleman36

    Battleman36 Ancient
    Senior Member

    Messages:
    143
    Likes Received:
    1
    Fairly good map. I like the bigness(not a word :p) of it. This could potentially be a good map on forgehub. Also, this is located on the cliffside of the forgeworld correct? please make sure that the really cheap part of this area that is in the corner is covered up by rocks. i always remember people being dumb and getting out of the map
     
  3. Antares777x

    Antares777x Forerunner
    Senior Member

    Messages:
    168
    Likes Received:
    0
    I covered that area with rocks, but I haven't put any killzones there. On the opposite side of the map, I just put killzones and didn't use any rocks. I'll do some more testing if I need to.

    Thanks for the feedback!

    [br][/br]
    Edited by merge:


    Normally I wouldn't bump my own thread for feedback reasons (it's obnoxious and annoying), but I really need some more feedback on my first map. It's been almost a week and only one person has posted here. If I can get more feedback that would be great. Thanks!
     
    #3 Antares777x, Nov 15, 2010
    Last edited: Nov 15, 2010
  4. dirtySi

    dirtySi Forerunner

    Messages:
    9
    Likes Received:
    0
    Heya,
    We will try and playtest this week for you. Normally have about 8-12 for slayer matches, so hopefully there's enough spawn points!
    --Si
     
  5. Bleuprint

    Bleuprint Forerunner

    Messages:
    143
    Likes Received:
    0
    Looks cool from the shots. Gonna grab this and check it out. Maybe I can give some good fb =)
     
  6. dirtySi

    dirtySi Forerunner

    Messages:
    9
    Likes Received:
    0
    Hello,
    Played this map today, 3-on-3.
    Bungie.net : Reach : Game Details

    We had frame rate issues at points. We enjoyed the fight in the middle up the ramps, but tended to get a little lost on the grass areas. At one point I was surprised there was even a lower level - maybe it could be signposted more visually - glass floors at points perhaps?

    There are some nice escape routes when you're in a bit of trouble - some good twisty cover, much like panic running onCOnstruct from H3. Enjoyed the plasma launcher, good inclusion. Some people couldn't find weapons immediately - not sure I ever found a DMR, and in running round the health pack locations weren't too obvious. Liked the sniper spawn presentation, but got killed too quickly to test the sight lines.

    We only playtest one map a day in our sessions, so it may be a week or so before we play again. Let me know if you make any changes.

    Cheers,

    --Si
     
  7. Antares777x

    Antares777x Forerunner
    Senior Member

    Messages:
    168
    Likes Received:
    0
    Thanks so much for playtesting my map!

    Where did you experience frame rate lag? I need to know where so it can be rectified.

    Also, I was wondering what your thoughts on the Spikers/Plasma Reapeaters spawn time & number of them. Were there too many, or was their spawn time too short, etc.? This was one of the things that I wanted to test out.

    What do you think I should do about the DMRs? There are four DMRs and two Needle Rifles (the topic actually says two DMRs, but that's an error on my part EDIT: fixed topic). The DMRs spawns on the lower ledge hanging down from top mid, by the Needler/Receiver, and in the two rooms closer to the cliff/Sniper Rifle. All are on a 30 second timer and have two extra clips. Any suggestions on changes other than making them more visible?

    Haha, the Sniper Rile spawn is supposed to be a very vulnerable location, yet has an escape route through the teleporter if anything goes wrong, but at a cost, because the receiver brings you to a terrible sniping position cut off from top mid (and most of the fighting). I don't think I am going to change that around that much.

    I thought that the bottom section of the map was more noticeable than you stated, as the top mid is architecturally designed to have little "slits" or "holes" that give a player with higher ground the option to drop down. The most notable of these holes would be the one in between the Needler that shows the gravity lift below. If this needs to be changed, I will gladly fix this, but right now on not so sure about it.

    Thanks so much for testing my map, I was surprised it got bumped back after being on, what, like the tenth page lol?

    More feedback is greatly appreciated!
     
    #7 Antares777x, Nov 17, 2010
    Last edited: Nov 17, 2010
  8. Ghostlink1

    Ghostlink1 Forerunner

    Messages:
    23
    Likes Received:
    0
    Really like this Antares, I was expecting a great map from you and I got one ;). It looks very unique, and has an interesting flow where it looks like positioning your team in the right places to stop the enemy movement would be the way to go, and that definitely promotes teamwork and strategy. The weapon placement looks near perfect, and I love the look and feel of the map. The only thing I might say, is the Health packs look a little out of the way, but I wouldn't take my advice as I am fairly new to forging maps. A definite download, and a great map, good stuff :D
     
  9. dirtySi

    dirtySi Forerunner

    Messages:
    9
    Likes Received:
    0
    Hey,
    No problem. I took a look again in Forge. I think the thing was for us that we were playing 2 consoles with 3 on each TV. The frame rate was compromised when we were all in the middle up the ramps.

    As for weapons, I did find a DMR and actually I think it was just the fact we went straight into a game that meant we couldn't find much.

    I want to test it again next week with the guys so I'll have more for you then.

    Don't change the sniper stuff - having something to fight over is always fun!

    We have some guys with different play styles who'll be able to give more feedback on their preferred style (snipers, sneaky hiding hiders) and we might play some elite slayer on it just because elite slayer is teh awesome.

    Take care,

    --Si
     
  10. Antares777x

    Antares777x Forerunner
    Senior Member

    Messages:
    168
    Likes Received:
    0
    :D
    Thanks for your feedback!

    [br][/br]
    Edited by merge:


    Thanks for testing my map out, I can see that you really like it, that makes me feel happy :D.

    As for the frame rate, split screen will lag even on Bungie's Forge World maps, and I know that Asylum is one of them. At the moment, I'm only really concerned about frame rate issues for just one player per console. Bungie can fix split screen frame rate issues, not my job :p.

    I'm going to release the next version in a few days, just giving you guys a heads up!
     
    #10 Antares777x, Nov 18, 2010
    Last edited: Nov 18, 2010
  11. KCDinc

    KCDinc Forerunner

    Messages:
    28
    Likes Received:
    0
    The bottom level seems a tad uninteresting compared to topside. Had some good fun in a 1v1 on the top part, often jumping down onto fleeing opponent who tried to escape underneath. But if we were both down there just slugging it out, the area seemed a little bland.

    Not sure what you were exactly going for down there, but mixing it up a little might help. I like the idea that was put forth of transparent floors. If the bottom can see topside better, that could be interesting. I personally would toy around with some one way shield lifts into key points up top, potential ambush points. Or maybe have some transparent cover in bottom, make some interesting fights that way. Just suggestions, but my main thought is bottom needs some spice to it.

    Speaking of things I would personally do with the level, add more flair to anywhere there is a 5x5 flat block. To me they are Forge's version of striped wallpaper, something you want to keep people from not filing a persons vision at all times. Most places you could add some more decorative elements while altering the flow of the map little to none.
     
  12. Antares777x

    Antares777x Forerunner
    Senior Member

    Messages:
    168
    Likes Received:
    0

    I agree, I always thought that the bottom was a little bland, but I wasn't sure where to start to make it look cooler. I considered a transparent floor before, and I might do that in a future update. I think that my budget is a little low on Martyr, but I'm pretty sure I can pull a few things off.

    Thanks for your feedback.

    [br][/br]
    Edited by merge:


    Fixed download link.
     
    #12 Antares777x, Dec 9, 2010
    Last edited: Dec 9, 2010

Share This Page