Cerulean

Discussion in 'WIP - Works In Progress' started by Eightball, Feb 8, 2012.

  1. Erupt

    Erupt Forerunner
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    Why is every asymmetric 1v1 labeled "Quake-style"?
     
  2. xzamplez

    xzamplez Ancient
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    Great point. Why haven't I noticed this?

    I guess Chill Out, Prisoner, Damnation, Lockout, Chiron, Ivory Tower, etc. are all Quake maps. Just because you can't see from one end of a map to the other, does not mean it's a Quake map.
     
    #22 xzamplez, Aug 2, 2012
    Last edited: Aug 2, 2012
  3. Korlash

    Korlash Remember Isao
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    In terms of aesthetics:

    1) This is forge
    2) It has almost been 2 years

    What else can people do these days? Though personally I get annoyed when people try to create an aesthetic out of 4 or 5 different pieces and becomes a big cluster**** they call a masterpiece.

    In terms of quake:

    I don't get how this map is considered a quake map, especially when no teleporters or lifts exist on the map (not to mention there isn't much verticality). Some maps on forgehub I can consider quake maps (when they have numerous lifts and teleporters that make movement senseless), but it's not worth making it a stereotype.

    --

    Feedback on this map:

    I am not too fond of the layout. There is a center atrium which is rather small with a giant ring filled with narrow lines of sight and areas that are overall crampy (lacking dance floor all around). 1v1's will likely be dull because any long-range battles will be easy to escape (due to no openness on the map), and short-range battles won't happen soon enough for fast gameplay (Considering the layout, players can run in circles and take a while to find each other)

    Honestly, I would simplify the layout more and make the map much more open (though not every part of the map has to be open). If you want some quicker encounters, I would suggest making it so you have to cross a popular area (typically the middle of a map) to get from one end to another. A good map to think about is H2's Lockout. The map has reliable movement options, but you have to go through the middle (top or bottom) to move from tower to tower. Considering that, Lockout plays great for 1v1.

    I would focus most on opening up the map though. In a majority of these areas, there isn't a real field of vision for watching for players or shooting at them, giving you no actual power positions.
     
  4. Eightball

    Eightball Forerunner
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    Yeah, I see what you mean. I myself felt it was somewhat cramped, too.

    It'd be great if you could give me some suggestions in-game, if you're down.
     
  5. purely fat

    purely fat The Fattest Forger
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    Not surprised my post was deleted. Bean made a great point which is reach has been around for 2 years. Most of everything has been done. It is more about how clean a map it to me at this point, and how good the design is. When someone puts how a map looks above how it play's I can't take them serious at all because it just seems that the design is not important to them.
     
  6. Korlash

    Korlash Remember Isao
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    As for your map, you would be best off reforging it, but your middle room is not a bad place to start.

    But for future maps, I'm down to help.
     
  7. xzamplez

    xzamplez Ancient
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    I agree to an extent. I try to focus on the structure of the map.

    But I don't feel like all that could be done has been done, people just have to be more creative mixing objects and rotating objects to look different. I think a unique aesthetic could do nothing but good for your map, but it shouldn't be necessary to have some unique aesthetic that no other map has.

    And for whoever deleted Tyrant's post; the term "Forgehub" is defined by a focus towards the map's visual attractiveness, over it's functionality.
     
  8. neverendinghalo

    neverendinghalo Forerunner
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    I remeber a while ago when you showed me this, and you were all frustrated and stuff about your object choice and how bad it was, I liked the layout of the map, but one side was more ... attractive than the other you said, so I dl'd the new version and I'll give you some feedback bout it later tonight.
     
  9. purely fat

    purely fat The Fattest Forger
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    Well, structure is part of the design, and honestly it is probably the most important part of the design because it is what really gives a map it's overall feel. It's hard to have a truly unique aesthetic nowadays and have the map play well also. That is what I really mean.
     
  10. Zombievillan

    Zombievillan Ancient
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    I knew I shouldn't have posted, I wasn't trying to stereotype this with the quaking maps. But you can't say the aesthetics don't match them. There for awhile, the forum was covered by asymmetric room based maps with teles and lifts and they all looked the same. I really liked it at first but it's so played out now I can't stand it. I am in no way trying to dis or look down on the map creator, just want to see something besides 2x1 and bridge walls that's all. But what is my opinion worth eh? I was able to build a map months ago that doesn't play half bad and doesn't look half bad either. It's an asym 1v1 as well but I didn't use the same aesthetic spreading through the forums and that was when that style was booming.
     
  11. ThrowinDemBows

    ThrowinDemBows Takoyaki?
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    Well to be fair, the "quake-lo" forgers tend to ***** about grey more than anyone else. I don't particularly dislike grey, but I do need to play on a map that at least has a solid aesthetic theme and is unique in some way (not necessarily aesthetically). Design and aesthetics go hand in hand, you shouldn't have to sacrifice one or the other. Either way, I agree that a lot of people have been imitating the same style, it's evident with the smack down submissions. This isn't new either.

    Edit: Just to be clear, I'm not calling this map gray.
     
    #31 ThrowinDemBows, Aug 3, 2012
    Last edited: Aug 3, 2012
  12. Eightball

    Eightball Forerunner
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    Don't worry about it. I know what you meant. I made this map a **** long time ago, but I have the pieces like that for a reason- They match up with most other forge pieces in the lists. I personally hate the piece usage on this map, but I'm not worried about that. I'm more worried about how it plays.
     
  13. Noooooch

    Noooooch Forerunner
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    It's funny how a lot of people say how they hate the similarities in aesthetic about asymmetric 1v1's, but you never ever hear any of the asymmetric 1v1 forgers talking about how they hate similarities in others' maps.
     
  14. Rorak Kuroda

    Rorak Kuroda Up All Night
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    I hate the similarities in others' maps :p

    lol, I can see both points, because for the longest time, I was a massive fan of the high-verticality teleporter-crazy lift-heavy maps. That can all be dated back to my H3 days though, before the style started to boom.

    Lately, though, it has been wearing on me. The smackdown contest kinda opened my eyes to that. When I dug into the submissions, a lot of em kinda blended together, so it was an amazing breath of fresh air when something was different, either design-wise or aesthetically. It's not just lifts and teleporters, though, it's mainly the same object usage over and over. It looks good, and it's fairly efficient for 1v1 maps, but it does nothing to create an atmosphere.

    That being said, I would still love to check this out in game. Maybe get a few games on it.
     
  15. xzamplez

    xzamplez Ancient
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    It's perfectly understandable that room based asymmetrical maps are getting boring for you, but the object use, I can't relate to that complaint.

    It seems to me that the people who focus on the object use tend to overlook the geometry of the map.

    To me, somebody can use whatever overused object they want, as long as the geometry is interesting and the map plays well. To each his own, I just try not to look at maps as forge maps.


    Edited by merge:


    Quit referring to Room based asymmetrical maps as Quake maps. They have a significant part to do with early Halo map design, so they should not all be categorized into Quake maps.

    I specifically am inspired by Quake, but that's because I see the resemblances to my favorite Halo maps like Lockout, Damnation, and Chill Out in Quake map design. I simply find more variety and life in these maps.

    No specific group bitches about grayness, so I don't know where that comes from. You really need to stop with the labeling, it only reveals your bias against certain forgers.
     
    #35 xzamplez, Aug 3, 2012
    Last edited: Aug 3, 2012
  16. theSpinCycle

    theSpinCycle Halo Reach Era
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    I happen to be a fan of asymmetric 1v1 maps myself.. was going to post an Aerowalk-inspired map (that's from Quake)... complete with teles (of course... shield door ones), lifts, 2x1s, some 2x4 walling, and bridge mediums (flipped the other way, mind you)... then I read this. *sigh* I had no idea that asymmetric 1v1s were so common.. should have known because Smackdown was going on.. I feel so outdated.. :(

    As for the map, plus points for the teleporter sticky grenade thingamajiga (is that how you spell it?) and the blue theme. A couple of the pictures (2nd mostly.. and maybe the 3rd) look like they have too many textures in them. I won't comment on the gameplay until I download the map/gametype and play a round.
     
    #36 theSpinCycle, Aug 3, 2012
    Last edited: Aug 3, 2012
  17. Korlash

    Korlash Remember Isao
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    No reason not to post it, join the party!

    Aerowalk is a great inspiration to have for designing fast-paced, fun maps.
     
  18. Zombievillan

    Zombievillan Ancient
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    Well, all great points made here, and I will state anytime that gameplay is top priority. I just know that the piece usage is overly used & I know Eightball has the skills to come up with something slick and innovative.

    At nooch, at this point in reach, there's gonna be similarities in all maps most likely. I'm not hating at least I don't mean to. I'm sure the layout is solid & if it plays great then sweet. But even you have to admit the aesthetic is old now. Especially after I went through all the 1v1 submissions, lol. Take it easy bro. Like I said already I like his maps and he has über skillz and that's why my comment was only about the aesthetics.

    And yeah, aerowalk must be inspiring. There's at least three remakes or inspirations of it throughout the forums.

    [br][/br]
    Edited by merge:


    And yeah, aerowalk must be inspiring. There's at least three remakes or inspirations of it throughout the forums.
     
    #38 Zombievillan, Aug 4, 2012
    Last edited: Aug 4, 2012
  19. Hulter

    Hulter ^Raindear
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    1v1 maps isn't just a current fad, mate. It's also what all the cool kids have been doing since 1999.
     
  20. xzamplez

    xzamplez Ancient
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    Yeah, Aerowalk is huge. It has been remade and revisioned on Quake more than Midship on Halo.

    The difference is that Aerowalk is a custom map, and Quake's community isn't ignorant enough to ignore every custom map, which resulted in the map blowing up.

    Aerowalk has insanely fast gameplay, which results in constant awareness because if anyone is better at traversing the map, they will get the drop on you instantly. It's like the map has no corners.
     

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