Descent

Discussion in 'Halo and Forge Discussion' started by Noooooch, Feb 29, 2012.

  1. Noooooch

    Noooooch Forerunner
    Forge Critic Senior Member

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    I posted a map preview thread a few weeks ago, but that version got scrapped. This here is a smaller and faster map than it was before. It is an inverse symmetric room-based map.

    There are 7 rooms that are all connected by a central atrium, the middle room, by 8 doors; 4 on the second floor, and 4 on the bottom nat geo floor. The rooms all vary in size and function, but are all connected by tight choke points. This makes breaching any of the rooms very dangerous, you may walk into a room with the whole enemy team in it, or with no one in it.

    I am looking for people's thoughts on the weapon set up. I initially overloaded the map with 2 GL's, 2 Snipes, and 1 Neutral Rocket Launcher to see how all the weapons played out in the first initial tests. None are overpowered, but players usually ended up with more Sniper ammo than they could use. I am leaning towards 2 GL's and a Neutral Snipe. Again, I am looking for player's opinions about a good weapon set up for the map.

    Download Descent Beta

    Central Atrium
    [​IMG]

    Central Atrium Top View
    [​IMG]

    Yellow Room
    [​IMG]

    Blue Room
    [​IMG]

    Blue Room from another angle
    [​IMG]
     
    #1 Noooooch, Feb 29, 2012
    Last edited: Mar 1, 2012
  2. Audienceofone

    Audienceofone Forerunner
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    This map was very fun to play on [a few days ago]. I really enjoyed it's feeling of both CQC and longer sightlines (mainly in the Grenade launcher rooms). I'm not sold on the rocket launcher but it's not overpowered either. For now I am very happy with this map, you've done well.
     
  3. xzamplez

    xzamplez Ancient
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    I'm not going to leave feedback because it's hard to grasp the layout of a room based map from pics, but I will say this is my kind of map.
     
  4. neverendinghalo

    neverendinghalo Forerunner
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    map is looking quite good, the only things i see that could cause some FRL problems are the walkway covers and water. But that can be easily fixed. other than that i cant wait to see how this map turns out
     
  5. Eightball

    Eightball Forerunner
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    Definitely lookin' cool. My worry is that the map's rooms look too open. They LOOK open, but that doesn't mean they are. Also, it doesn't LOOK like the map has a whole lot of different height variations.

    Idk, though, sometimes these damn screenshots can be deceiving. I'll have to check this out for myself sometime.

    Keep up the good forgin', man.
     
  6. Cheeze

    Cheeze <FONT COLOR="#FE2EC8"><b>I Beat the Staff!</b></FO
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    ****ing. lul.

    The water pit area seems a bit pointless to me. Only 1 way up? Make it two and we got a deal.
     
  7. xzamplez

    xzamplez Ancient
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    Lul what? There a problem?
     
  8. Cheeze

    Cheeze <FONT COLOR="#FE2EC8"><b>I Beat the Staff!</b></FO
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    How can you say this is your kind of map when you haven't played it..?
     
  9. UnfrozenLynx

    UnfrozenLynx Promethean

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    Style, sight-lines, no gimmicks, competitive? If you couldn't tell whether or not you'd like a map from the pictures (or at least be interested), then why download it? That's their job- to sell people.
     
  10. Noooooch

    Noooooch Forerunner
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    I'm currently experimenting with different set ups. I like the way an Overshield plays instead of Rockets, but I want to cater to both MLG and MM requirements with the same file. Neither support Overshields... :'(.

    Am very much open to suggestions regarding weapon set up. The GL's play great and I like the idea of having Snipes in a room based map, where there are mostly close to medium range sightlines. In recent games, both weapons end up with extra ammo though...

    The large walkway covers and a few landing pads are the only objects on the map with lights. 12 pieces total that have lights. Water generally only poses a threat to FRL if the map is situated in more turbulent areas, the ocean, the waterfall, and mine only catches a little turbulent tides in yellow room.

    Currently, the map has solid screen performance in single player. I've ran around the map in split screen, and it shows no signs of FRL, but I have not yet had a split screen playtest to be able to say for sure. The room based aspect really helps the map's screen performance though.

    The rooms are quite open. There are a few LoS blockers in some of the rooms but that is all. I want to keep it clean and fast and use the rooms themselves to break LoS from the other rooms.

    Yeah it's hard to get screenshots, especially when you are backed all the way up against a corner. We needs a wide angle lens.

    I'll be uploading the map to my fileshare and will post the link in the OP soon for anyone who wants to check it out. I also need to upload it so I can get into those TCOJ tests, so why not post it here too.


    Not sure which screenshot you are looking at. If it's the Central Atrim pic, then the only way up to the second floor is by jumping from rock structure to the brace larges, or you go out one of the bottom doors, work your way back up and into the middle room again. If it's the yellow room pic, then there are two ways up. One is the man cannon, the other is another rock jump up that you can't really see from the picture.

    Deal?




    Again, will be uploading the map to my fileshare soon, and will update the OP here for anyone who wants to check it out. I am particularly interested in feedback regarding the weapon set up that is compatible with both MLG and MM.
     
  11. xzamplez

    xzamplez Ancient
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    You think to narrowly. I was talking about the style: room based

    I can look at a map and determine whether or not it peaks my interests.

    Make sure you interpret someone clearly before you criticize them.
     
  12. Noooooch

    Noooooch Forerunner
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    OP updated. Download link attached. If anyone cares to take a look, I would appreciate it.

    I am particularly interested in people's thoughts about a weapon set up that cater to both MLG and MM requirements. That really restricts options though. The current file has 1 Rockets at 180, 2 Snipes at 120 and 2 GL's at 120. It's a lot of power weapons, I know. Looking to trim it down.

    Any kind of feedback would be awesome though.
     
  13. Audienceofone

    Audienceofone Forerunner
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    What the the MLG and MM weapons again? I have some vague idea but nothing for sure. If I did know I would gladly try to come up with something for you.
     
  14. Noooooch

    Noooooch Forerunner
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    Correct me if I'm wrong.

    MLG:
    Rockets @ 180s, 1 spare clip
    Snipes @ 120s, 1 spare clip
    GL @ 120s, 4 spare clips

    I think those are the only power weapons allowed. Not sure whether or not V7's will use magnums or NR's.

    And matchmaking does not allow for any powerups or AA's. So CPU, OS, Invis and any AA would then be out also.

    I'm leaning closer and closer towards "**** it I do what I want." Still want to hear others out though.
     
  15. Audienceofone

    Audienceofone Forerunner
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    Well within those standards, what about one GL in center and two snipers where GL are now? Thats the best I can think of in those restrictions.
     
  16. Noooooch

    Noooooch Forerunner
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    I've thought of having two GL's and a neutral Snipe... But two Snipes and a neutral GL makes more sense. I've heard that there is usually no more than one GL in MLG maps anyway...

    Will give this a shot in customs later. Hopefully the TGIF's don't hog all the players... Lol.
     
  17. Audienceofone

    Audienceofone Forerunner
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    If I'm online invite me. I wont be in TGIF.
     
  18. xzamplez

    xzamplez Ancient
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    So I got to walk around on this, and this is what I found that could use improvement.

    1. In the room with the lift, you have more than enough room for a direct connection. If you like the look of the rock, that's fine. But I strongly recommend a ramp.

    2. Personally, I would replace the window piece with a small hole you can see and shoot through.

    3. Every area of the map is so separated, that it really takes away the emphasis for teamwork. At this point, you can circle the map without having to enter the central atrium (common problem for central atrium maps). If you blocked some routes and make players to enter the central atrium to cross the map, it would be a great way to force confrontation.

    Sorry, I didn't pay attention to the weapon spawns.
     
  19. Noooooch

    Noooooch Forerunner
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    I've had some feedback on recent tests about installing a ramp in that room. The rock looks great and works well... But players end up using the man cannon too often. Gotta sacrifice the aesthetics... Story of my life...

    Am expimenting with different window peices at the moment.

    The central room seems to get enough action in recent tests. It's the quickest way to skip a room or two and is a great way to flank a player. I've actually gotten complaints about players getting shot at from so many different angles and doors in th different rooms...

    Thanks for the feedback Xzamples. Will eventually be releasing the map soon.
     

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