Past

Discussion in 'Reach Competitive Maps' started by black master, Aug 26, 2011.

  1. black master

    black master Forerunner

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    PAST​


    Again I show you one of my maps created:

    Weapons:

    x1 Rocket launcher
    x1 Shotgun
    x1 Grenadelauncher
    x2 Sniper rifle
    x2 Needler
    x2 Plasma repeater
    x2 Spiker
    x2 Plasma rifle
    x2 Plasma pistol
    x4 DMR
    x4 Needler rifle
    x4 Plasma grenade
    x6 Frag grenade

    Gametypes:

    Assault
    CTF
    Slayer
    Team slayer
    SWAT
    Oddball
    Territories
    Headhunter
    King of the hill
    Infection
    Juggernaut
    Crazy king


    Overview:

    [​IMG]

    Red team base:

    [​IMG]

    Rocket launcher and Shotgun spawn:

    [​IMG]


    [​IMG]
    Map made by Black_master012
     
    #1 black master, Aug 26, 2011
    Last edited: Aug 26, 2011
  2. xzamplez

    xzamplez Ancient
    Forge Critic Senior Member

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    When I am in my first stage of designing a map, I use generic shapes (squares, circles, triangles) to mark a platform or room. Then I draw lines to show connection. Last I draw arrows to dictate flow.

    So I drew what would be your map if I designed it. It is two distant circles that look down on a large central oval. The rest of the map is narrow pathways with minimal LoS blocking.

    So I will list the problems to help you improve the map.

    1. There is a 2 floors throughout the entire map, make some elevation variation to provide z-axis fighting and block LoS with natural cover.

    2. There is too much LoS from Red to Blue spawn which encourages players to play defensively, which slows gameplay down.

    3. The highest point of the map is in each base, which also rewards staying put.

    So if you want to improve your map you will:

    1. Make elevation changes.

    2. Limit more LoS from each base.

    3. Give the bases more depth to ensure safe spawning

    4. Make the middle more powerful to encourage players to push forward.

    5. Give the players more fighting room by creating wide platforms.

    6. Use different objects to reduce framerate.


    Hope this helped.
     
    #2 xzamplez, Aug 26, 2011
    Last edited: Aug 26, 2011
  3. MCGreen24

    MCGreen24 Forerunner

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    As I look at the weapon set, there may be too much weapons for this small of a map. The funny thing is, it looks really forerunner, but it actually looks nice at the same time. Nice job for that. I love the use of scenery on the bottom, crates. Great job, I see room for improvements.
     
  4. black master

    black master Forerunner

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    xzamplez, thanks for the commentary but what's done is done. So, if you like the map as you say, when you download the map, you can improve it (if you want to download the map)
     
  5. xzamplez

    xzamplez Ancient
    Forge Critic Senior Member

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    ???

    You did post this map so you could get feedback, right?

    "What's done is done" What does that mean? Are you saying that you will not even try to improve it? I am giving you all the feedback you need to have this map reach its potential, and you are going to ignore it?

    Would you rather I compliment the map on how cool it looks so you could feel good about yourself? Then the next map you make will have the same issues. I am being nice enough to tell you the problems of your map, and how to fix them. Not only to improve this map, but to ensure that you don't make the same mistakes on your future maps.

    I do not understand the people on this site.
     
    #5 xzamplez, Aug 27, 2011
    Last edited: Aug 27, 2011
  6. Sugar

    Sugar Forerunner

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    @xzamplez You are right about that but I like to get reviewed on the things that make the map nice and interesting as well. Maybe keep both going and give pros and cons, that is what I do.

    To Map maker: I do agree about improvements dude, you need to make them or your maps will feel the same and not interesting. Listen to feedback and it will pay off don't take it offensive.
     

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