Ghost Pit (Depot)

Discussion in 'Halo and Forge Discussion' started by CyborgAnthro, Sep 26, 2011.

  1. CyborgAnthro

    CyborgAnthro Forerunner

    Messages:
    458
    Likes Received:
    1
    This 4v4ish quarry map is a great mix of the pit and ghost town. Any feedback is much appreciated. I am especially in need of help with name ideas. At first I wanted to name it some kind of depot, but I’d also really like the name to somehow reflect its sources (ghost town and the pit). Ghost Pit? Pit Town? Ghost Stop? Ghost Pit Depot Town?

    UPDATE: Here are some new pics
    . I reduced a good number of pieces for frame rate, but also added some different pieces either for jumps or for different kinds of cover. Enjoy!

    [​IMG]

    [​IMG]

    [​IMG]


    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Thanks for viewing and please provide feedback. Also, leave your gt if you’re interested in testing.
     
    #1 CyborgAnthro, Sep 26, 2011
    Last edited: Sep 29, 2011
  2. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

    Messages:
    1,528
    Likes Received:
    428
    So that's... eight maps you're currently working on? Anyways, this looks decent, not much different than any of your other maps though. I'm not sure about the name, but I think something about a Depot would be cool. Also, I see two mongooses on here, any chance of having a ghost or something as well to spice things up? I guess I'll probably get to play this sometime soon, and give you some more feedback.
     
  3. CyborgAnthro

    CyborgAnthro Forerunner

    Messages:
    458
    Likes Received:
    1
    Indeed, I actually have even more built, but in terms of testing I only really focus on one at a time (mostly). Since I build prolifically but only test every once in a while, I'll just have to deal with this terrible ratio, lol. I figure there's no harm in posting previews even if the map is not meant to be released for a while. I also like to decide what to pursue next based on what people like the most of my previews.

    As for the vehicles, even the mongooses are iffy to me, they are there to rush the rocket but there mobility otherwise is not that great. I would like to put a ghost on here but I don't think it would have much of an advantage given the limited places it can go. Thanks for the comment!
     
  4. Audienceofone

    Audienceofone Forerunner
    Senior Member

    Messages:
    2,097
    Likes Received:
    2
    I love this one. Seriously this is by far my favorite I have seen from you, ever. of all time. As far as I can remember at least. I really hope to play on this one day, but my xbox being online happens very rarely nowadays so I dont know if I will. =(

    I do think if you can incorporate on this would be fun with a ghost, and in the last image, im not a fan of the thin walls facing you in the center. Maybe add some pillars there? Also, this map needs spikers. It tells me to have you add spikers.
     
  5. Dizzyman572

    Dizzyman572 Forerunner

    Messages:
    314
    Likes Received:
    0
    I really like the feel of this map, it looks professionally done and polished, as alot of your maps usaully are. I can really see this ending up in an MLG playlist, with a few twicks of weapon placement of course. I hope to find a chance to play test this map with you and fellow forgehub members very soon.
     
  6. Frozenlynx

    Frozenlynx Forerunner

    Messages:
    486
    Likes Received:
    0
    This map is very clean, well made, and fun to play on. As soon as someone mentioned "The Pit," I immediately saw the resemblance. As for any similarities to Ghost Town, well I can't say I noticed too many. To be fair, I didn't play Ghost Town all that much. The game was only to 25 unfortunately, so I didn't get to really explore the intricacies of the map as much as I'd have liked.

    What I can say is that the mongeese are completely unnecessary and only served as an annoying distraction during the match. Two ghosts (or a neutral one) could be pretty sweet so long as there were sufficient means to counter/avoid them.

    My only other complaint is that the map is sort of bland, with the grass being the only thing that really helps it stand out. There are a lot of very common, no-nonsense pieces that are seen in just about every map (Brace Larges, 2x3/4s, 4x4s...not that there is anything wrong with using since their usefulness has certainly been proved, but they just get old after a while).

    With that said, game-play trumps aesthetics and unique walls/floors and in that regard you've done well so far sir, especially since you only just got your first test in when I played.
     
  7. Xun

    Xun The Joker

    Messages:
    1,493
    Likes Received:
    0
    Looks very cleanly Forged, but also looks a little skint on the aesthetics side. Not always a bad thing though, as they can clutter maps up sometimes. T'would be interesting to see how it plays, seems like it'd be a 'fairly quick game' map.
     
  8. CyborgAnthro

    CyborgAnthro Forerunner

    Messages:
    458
    Likes Received:
    1
    @ xAudienceofone, Thank you! Never fear, there are two spikers on the map. You can see them in the lower right-hand corner of the first pic. As for those thin walls, so far they have worked out fine but I will think about putting something else there for cover if that's the concern.

    @ Dizzyman572, Thanks, I never really have mlg in mind per se when making my maps but if it has that potential maybe I'll work on an MLG settings/style version. I will add you for testing if you're interested.

    @ Frozenlynx, we played another to 50 after you left and it went pretty well too. The ghost town resemblance is really just in the two level grassy ground look, but I guess the layout itself isn't much like ghost town. I'm starting to agree about the mongooses. Maybe I'll set them to flag only since I think they'll be okay there. As for the ghosts I think the map would be a little too tight for them but I will try a game or two with a neutral ghost. Also, the only space they can really roam easily is the bottom floor, but the most player traffic is on the upper level. So far players have only ventured down into splattering territory to get the snipers and rocket launcher. I also see what you mean about the tried and true pieces getting a little boring. I will look into some other more aesthetic options. Did you have any recommendations to spice things up?

    @ Xun, I agree while the map is clean it is also a little plain. Again if you have and ideas to spruce it up with aesthetic cover I'd appreciate it. I also can't go into too many more details because I don't want to push the frame rate. You're right that the map seems to play quick matches, at least so far in slayer. The map is fairly small for 4v4 but maybe if I add more cover the game play will be a little more long-winded.

    Thanks everyone for the comments!
     
  9. Xun

    Xun The Joker

    Messages:
    1,493
    Likes Received:
    0
    Don't let what I said sway your opinion; if it ain't broke, don't fix it. I wasn't saying it because I thought it needed sprucing up, was just stating an observation. Aesthetics are nice, but if they get in the way of gameplay then they're not necessary. Functionality/gameplay>aesthetics. If you can incorporate some kind of interesting cover pieces that double as a game-extending device as well as something that catches the eye, then you win in both areas.
     
  10. Audienceofone

    Audienceofone Forerunner
    Senior Member

    Messages:
    2,097
    Likes Received:
    2
    Borg, if your looking for a cheap, quick way to add color use the sides of the Y Platforms. The lights there look pretty darn good and they are just 10$ off your budget. By the way I do love your use of the pyramids.
     
  11. CyborgAnthro

    CyborgAnthro Forerunner

    Messages:
    458
    Likes Received:
    1
    I've updated the pics thanks to everyone's feedback!

    @ Xun, I actually was able to make some things look prettier and/or more colorful by removing some pieces that made the map look too uniform (grey) throughout. I also added some more rocks. Thanks for the feedback.

    @ Audience, Thanks. I tried the y-platforms in a few places and just couldn't get them to work very well except in places where I didn't want to add more pieces for fear of lag. I appreciate your input in forge earlier.
     
  12. CookieKay

    CookieKay Forerunner

    Messages:
    89
    Likes Received:
    0
    it's simple, colorful, the rooms are diverse. i like it. by screens alone: 8.5/10
     
  13. Audienceofone

    Audienceofone Forerunner
    Senior Member

    Messages:
    2,097
    Likes Received:
    2
    Yeah, I was thinking about using just the lights though, and you used them for cover. I didnt like them there either.
     

Share This Page