Showbiz

Discussion in 'WIP - Works In Progress' started by Dobam, Jun 10, 2012.

  1. Dobam

    Dobam Ancient
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  2. RoboArtist

    RoboArtist Forerunner
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    Glad its finished. I never got a game of 4v4 or ctf on it, so invite me whenever you get a good lobby. 2v2 works pretty well from what ive seen. And power weapons seem to be in the right place.
     
  3. xzamplez

    xzamplez Ancient
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    Map looks a bit too linear, and the center is a deathtrap. There seems to be no way to control the map, so I am assuming this map is made with FFA in mind.
     
  4. RoboArtist

    RoboArtist Forerunner
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    The center isnt too bad if your just taking a quick trip across.
     
  5. Auburn

    Auburn a dope soul
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    The spiker is in such an awkward location that I doubt many try to retrieve it. It's not worth being in the open for so long. Also, having a health pack at sniper spawn is a bit sketchy, but I'll have to wait and see how that plays out.

    It looks cool guys. I can see both of your forging styles mixed into it. One of you should invite me to testing whenever.
     
  6. pyro

    pyro The Joker
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    Why would anyone go into a corner just for a spiker. Bottom mid already has a terrible disadvantage without being stuck in a corner. having a dead end was so absurd I thought there must be a teleporter or tunnel back there.

    Edit: just noticed the above post.
     
  7. Dobam

    Dobam Ancient
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    Deadtrap ? No. (Need to play a game on it to see how it work)

    Change Spiker spawn for Teleporter ? No. (Just taking off the Spiker)
     
  8. Audienceofone

    Audienceofone Forerunner
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    I think I must agree on the points they raised, Frenchy's. The center, while being fine for a run, has no cover and thus any extended time there would be extremely dangerous. To the point where those in the center only have a option to run for cover if they are shot at. Some additional cover for that area would be very beneficial. Nothing major, just something to protect those there for a short time.

    As for the spiker removing it is not an issue, it's just been recommended that it's moved. The spiker is the sort of weapon people pick up as they go along, not a power weapon to go out of the way for.
     
  9. Eightball

    Eightball Forerunner
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    Rocket launcher could be in a less powerful position..Like maybe bottom mid?

    Am I the only one who picked up on that?
     
  10. xzamplez

    xzamplez Ancient
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    He center looks like it was made purely with connection in mind. It doesn't have a purpose long enough to risk being there for 1 second (other than a quick flag run).

    The center is too separated from the outer ring, therefore it has no power over any position on the map. If I played the map, I would choose 1 side, and try to hold it down the whole game with no intention of moving.

    Though I may have a better understanding of the map if I played it, it is a simplistic symmetrical map, so it isn't very hard to predict how it will function.
     
    #10 xzamplez, Jun 11, 2012
    Last edited: Jun 11, 2012
  11. Auburn

    Auburn a dope soul
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    bump.

    I can say that it basically plays like Zealot from that test we had today. I rarely observed anybody running through the center nor did I feel much of a reason too. The OS was a great addition, but you placed it in a position where it couldn't be seen from certain angles, thus caused us to believe there was nothing down there for most of the game. I suggest moving it to the center instead of on the grass patch.

    With that said, I would also switch rockets with OS. I'm sure that will cause more traffic through the center.

    EDIT: The rocket spawn area is sketchy. It's a highly elevated position and, if I remember correctly, there are only two ways up.

    The map also has some pretty long lines of sight, but you mostly made up for that with plenty of escape options.
     
    #11 Auburn, Jun 18, 2012
    Last edited: Jun 18, 2012
  12. RoboArtist

    RoboArtist Forerunner
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    Showbiz :: 2v2 Slayer Gameplay - YouTube

    [​IMG]

    Rockets only have 2 shots and I havent found the rocket spawn to be too campable, being as exposed as it is. And it seems pretty easy to flank someone who's positioned there. Those trick jumps give it 4 ways up also. IDK maybe its because that last game went well for me. But switching them would position rockets a little close to sniper. And OS in the middle balances it. I agree the OS should be more centered though. And maybe a spiker on the *Stone platform. And yes it plays very well.
     
    #12 RoboArtist, Jun 18, 2012
    Last edited: Jun 19, 2012
  13. Dobam

    Dobam Ancient
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    Thank you for the Overview Robo , I guest with all the test we had and the changes we made , we can post this as a Finished map ! :)
     
  14. Korlash

    Korlash Remember Isao
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    If anything, I don't like the supreme lack of dance floor. The most open area is in the middle (which isn't too much of a death trap), but much of the map outside there looks like a maze to me. There are alot of routes that are just 2-unit pathways and a lot of pieces of cover that are either 2x2 sized or the 1x1 pillars. It makes either non-existent or choppy LOS, overall not so viable (At least there's a decent LOS to rockets though).

    And I'd say that the rocket spawn is OP. There are only those 2 outside routes up to there so the team that falls short will get annihilated.
     

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