Virtus

Discussion in 'Reach Competitive Maps' started by I Neco Furtim I, Apr 11, 2011.

  1. BattyMan

    BattyMan Ancient
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    There's a lot I like a lot about this map but also a lot keeping me from introducing it into my next game night. The biggest issue I have here is with the 4 two-story towers you've used. The ones in the home bases make things instantly cluttered and confusing for any new player coming into this map, get rid of that big tower and the shape and available paths of the map become much more obvious. When you walk through the second floor tunnels you run face first into these same home-based sniper towers, it's disorienting and prevents the player from understanding the path of the tunnels and the basic shape of the board. Lastly, going up the towers you run right into a block that you've used to hide the tower's mancannon. You're asking too much of players to ignore such prominent clutter.

    I would get rid of those towers, put a simple platform in their place, maybe even just a large elevated block, then lower the mancannon and replace it with a stronger one.

    The other two sniper towers toward the middle of the map create a really convoluted path for a simple height increase. I would take those out and replace them with a simple platform and a simple ramp. There's no reason to have the player twist around in so many circles when there's space for a single large incline.

    The 5x1 ramps you have leading up to the second floor look really precarious. I replaced them with 5x5s that connected with the adjacent rock wall and thought it looked and felt a lot better.

    The piece of architecture at the center of the map looks really bizarre and has the effect of making the map look more cluttered and messy than it actually is. I would replace that with something simple or maybe just not have a set piece there.

    I also replaced the little shotgun tunnels at the foot of the home-bases with a larger tunnel using two flat 2x2s each, situated to make a very soft curve that fit with the curve of the rock wall. Doing this made its function as a tunnel more obvious, made the map look less cluttered by using clean blocks instead of complex decorative pieces, and added a lot more breathing room to the tunnel.

    The reason I'm emphasizing clean simplicity here is not only because it's a good idea, but because your clever teleport-to-the-basement gimmick is only going to seem bizarre and confusing to players if they don't first understand the upper part of the map -- its function and its shape.
     
  2. neverendinghalo

    neverendinghalo Forerunner
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    Sweet map definet dl
     
  3. I Neco Furtim I

    I Neco Furtim I Forerunner

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    At first glance I thought this post might just be full of criticisms, but after reading all the way through it I realize that you have many very good suggestions. Several of the issues you mentioned I have also noted myself, but I hadn't mentioned them here or done anything about them yet because I have been quite busy and haven't actually even touched Reach or Forgehub in over a month.

    Basically, I think you are saying that there are many things that need to be changed to improve the gameplay of my map, which I think is currently nowhere near as good as it could be. The reason for that is because I have been thinking too much about aesthetics, and not as much about gameplay.

    I really do appreciate your feedback, and I will take all of your suggestions into consideration.

    [br][/br]
    Edited by merge:


    Unfortunately I have been very busy lately and haven't had a chance to make any changes to this map, I hadn't even checked on this thread in quite a long time, but I will eventually release a 2.0. Hopefully soon.
     
    #24 I Neco Furtim I, May 11, 2011
    Last edited: May 11, 2011
  4. neverendinghalo

    neverendinghalo Forerunner
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    can i help play test it just send me an invite and here are the pros and cons of ur map pros: the way u put the doors into the cliff walls and a bunch of other stuff
    cons : there are none
     

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