Sub-System

Discussion in 'Reach Competitive Maps' started by Toastman, Nov 20, 2010.

  1. Combs53090

    Combs53090 Forerunner

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    I'm sorry but I liked the F/X in the previous version. It really gave that subway vibe. Now, I'm constantly reminded that this is forgeworld when I play. Who cares if it's a competitive map or not? If the F/X fits and is appropriate then keep it. This version totally lost that gritty feeling which made it unique and stand out from the rest. The other changes were needed though.
     
    #41 Combs53090, Nov 25, 2010
    Last edited: Nov 25, 2010
  2. Toastman

    Toastman Ancient
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    I totally agree with you! I, however, want it to win the Forgetacular and if FX filters off my chances (these are the rumors) then I will gladly kill it. I sent an email to Bungie about it but never got a response.

    I submitted the no FX version so it is now too late even if they say yes its ok for filters. They contact the winners anyways so if I am fortunate (read: lucky) enough to win i can discuss the filter at that point.
     
  3. Combs53090

    Combs53090 Forerunner

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    Okay, I understand then. Would it be possible to keep up two versions? One with the F/X and another without it. I already have the map with F/X but there may be others who want to DL it. I'll be rooting for you to win BTW. By far my favorite map.
     
  4. Toastman

    Toastman Ancient
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    The FX version is still climbing in downloads because of so many recommendations. I may place it back on my fileshare once the contest is over. I don't want Bungie to grab the wrong version.

    YOu can just search for subway or embassy or toastman on Bungie.net and you'll find all the versions of sub-system that way.
     
  5. timmypanic

    timmypanic Forerunner
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    Just an idea, but with the fx you can have it to a spercific game type. so then you only see it in the chosen game. then you can have it off for the competition game type and on for 1 game type. Then you have variety too. After making my own map and realising you have the whole of the top doing nothing. You could have that as a grifball map, having spawns spercific only for grifball and utelising the unused space. Just a suggestion. Good luck with the competition :)
     
  6. Antares777x

    Antares777x Forerunner
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    The FX won't be a problem at all. If Bungie doesn't like it, but likes the map, they'll delete the FX and then put the map into matchmaking. The Forgetacular rules and crap said that the sponsor can do whatever they want to your map...
     
  7. Toastman

    Toastman Ancient
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    Hmmm. Its too late now since I submitted it but that is a good point! I really wish that this game had a version notifier for maps. Every time you load up a map in customs the server pings fora newer version and prompts you.

    No matter what happens I am pumped for Forgetacular to go full spin! I want some good user content in matchmaking knowhaimsayin?!
     
    #47 Toastman, Nov 28, 2010
    Last edited: Nov 28, 2010
  8. Woo

    Woo Forerunner

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  9. Toastman

    Toastman Ancient
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    Thanks for the video Woo! I like the intro part. SOme creative things with the security cameras and the "moving train" camera. Was the music Ambient Wonder from Halo CE?
     
  10. Woo

    Woo Forerunner

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    Yep the music is from HALO CE, best soundtrack of the 4 halos
     
  11. AppleTStudios

    AppleTStudios Forerunner

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    Oh my god! This map looks amazing! I love your attention to detail in this! I am definitely downloading this map and showing it to my friends!
     
  12. rbenhase

    rbenhase Ancient
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    Spectacular map. This is the kind of map that you really wish Bungie would release. It's not only unique and aesthetically one of the best maps on Forge World, but it's loads of fun as well. I am most definitely a huge fan.

    If I had one criticism (though it's minor), it would be that players who find themselves in the subway track will have a hard time getting out. I like the idea that it's a sort of trench, but you have to go to one of the ends to jump out. But take that with a grain of salt, as this is perhaps my all-around favorite map on FH.
     
  13. Toastman

    Toastman Ancient
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    Thanks! Who doesn't enjoy a huge fan;) I am so pleased with everyone liking this map. I has been more successful than Embassy in total DLs. (Of course Embassy also went through 4 public versions...)

    About the railway trenches:
    Many people have agreed with you on the point of the railways being too deep to jump out. Originally you could get out by jumping and I found their presence uninteresting. Once I added the rocket launcher down there I wanted the risk vs reward to be present. If you go after rockets, you have a long haul to get to cover. It also is used in territories as a zone to capture.

    Stay tuned for my next map : Titan. Not to be confused with the remake of Colossus that Shadow Viper from here has made. This is a remake of one of my Far Cry maps of the same name.
     
  14. chrstphrbrnnn

    chrstphrbrnnn Guardian
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    You are an incredible aesthetic forger and you make some very believable areas. However, this isn't consolation for design. I would personally love to see a bit more of a focus on playspace in your next map. Sub-station is a step in the right direction from Embassy but still hasn't it's issues rooted in spawns and areas which aren't well integrated into the design. For instance, the upper areas on Sub-station, while not being to overwhelming of a power point as far as view of the map is concerned, can quite easily be locked by a team willing to camp it. Spawns largely focus you to the bathroom, which the stairs have a great view of. Otherwise, the map is moving towards something of an excellent playspace and if you can combined you talent for aesthetics and realism with a solid design you will have one fine map on your hands.
     
  15. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    I looked through your latest map to see the spawn points and all. It looks like you did it right. You did run up against a global object limit. You did setup a half map size respawn zone. I think the only thing I would have done differently is spread them out more and use only one initial spawn point for each team color. There is a draw back to that approach, but it may have been the lesser of two issues.

    Respawning is more predictable than one might think. I have the same problem on a map I am working on now. I am scratching my head on that one too (along with several suggestions that I have been given).
     
  16. Toastman

    Toastman Ancient
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    This is an interesting observation. If a team was camping a top floor area they would be giving up access to both shotguns and the rocket launcher which is a bad idea. There are no health packs and 1 DMR and Pro Pipe. Hardly enough to share. I have not found any team in my playtesting interested in staying on the top for long because it offers no huge benefit.

    About Bathroom viewpoints: There are 2 exits and each ticket booth area has an angle on one. If a team was camping you simply go out the other door and they are none the wiser. Due to the flat nature of the main play space (since that is how subways are...) the bathrooms serve as a "safe haven" for spawning so people don't see you as you pop in the game. Again I have not had any player/team spawn camp bathrooms either because there are 7 other spawn hives around the map. Even in 4v4 matches an enemy team cannot be at both bathrooms, all 4 map corners and on both ticket booth areas at onceso there is always a place for safe zones.

    I originally had spawn points more spread out but it was worse than it plays now. People were spawning without nearby teammates so I made a more "hived" approach and my latest playtests confirmed it a good move since everyone like it better.

    About 1 initial spawn: I place all 8 for both red and blue team so there is no question about their origins at game start. If the official Bungie maps do it then I will too.

    Thanks for the detailed posts about what you would change though. It would suck if everyone just said "cool map bro" and gave me nothing to think about.
     
    #56 Toastman, Dec 5, 2010
    Last edited: Dec 5, 2010
  17. chrstphrbrnnn

    chrstphrbrnnn Guardian
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    If that's the case, you aren't playtesting with a wide enough variety of people.
     
  18. Toastman

    Toastman Ancient
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    I agree with you. No matter how many people I play with it would not be enough. This is a hobby I don't get paid for it. Some of your points are not fact, but opinion on a situation. Not everyone plays the same so a strategy you feel is dominant may fail with others.

    Bungie playtested Noble map pack for 5 months and people still complain.
     
    #58 Toastman, Dec 5, 2010
    Last edited: Dec 5, 2010
  19. chrstphrbrnnn

    chrstphrbrnnn Guardian
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    Bungie playtested Reach for two years and people still complain. Sometimes it's not a matter of preference but simply flawed design philosophy.
     
  20. PacMonster1

    PacMonster1 Senior Member
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    I sort of agree with Toastman on this one. It's hard to make a map which works perfectly for all gametypes and amounts of players or even styles of play. That is why Bungie's maps hear complaints. People usually don't complain that the entire map is crap but rather a specific gametype or amount of players on the map doesn't work. So this map was playtested to optimized settings and preformed well to them. I've played quite a few games on this and I really must say the gameflow centered around the trains and the ramps. People wanted the shotguns (and rockets when they were available) and would escape to the ramps for high ground or a less battle intense area. So while every map (EVERY MAP) could have improvements on it, I disagree with any spawn camping. Unless you were in a party of 16 this should just not happen often.
     

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