Pendant

Discussion in 'Reach Competitive Maps' started by Eightball, Aug 28, 2012.

  1. xzamplez

    xzamplez Ancient
    Forge Critic Senior Member

    Messages:
    1,716
    Likes Received:
    3,051
    It works nicely as a connection. My problem is when you grab the custom, you are inclined to go through it to avoid being seen. With that said, you would believe that the tele would take you into a riskier area, but it doesn't. Not to call Eightball out, but it appears that he placed the sender/receiver without considering the powerup.

    Perhaps a change in the weapon/powerup layout may benefit the map.

    I have an alternate weapon/powerup layout that I would like to show you on live whenever I get on.
     
  2. Eightball

    Eightball Forerunner
    Forge Critic Senior Member

    Messages:
    1,477
    Likes Received:
    18
    Thanks man.

    As for the bottom of the map, it's mainly used for flanking, escaping, and getting a better shot with the GL if someone is on the higher catwalk across from the GL spawn.

    I have used the lower parts of the map many times to dupe my opponent. They make for great flanks and quicker access to other rooms/ parts of the map. Thanks again.

    Thanks man, I appreciate all your help with the map.

    [br][/br]
    Edited by merge:


    Thanks, Noooooch.

    I didn't change the upside-down bunker because I thought it would take a bit longer to actually just peak slowly over the edge and drop down rather than just droping down to where the tele is and jumping to the custom that way.

    Thanks man! I think that corner is gone, right?

    [br][/br]
    Edited by merge:


    Oh, thank you for the kind words, Salty.

    Thanks, Nox. I haven't talked to you in awhile. You should hit me up on xbox and maybe we can play a game on it, sometime.

    [br][/br]
    Edited by merge:


    Yep, you got it. Thanks, Bows.

    Yep, camo spawn has been changed up.

    A lot has been changed. If you manage to get a game on it, let me know how it plays out. Thanks!

    [br][/br]
    Edited by merge:


    Thanks man!

    Lol @ health pack complaint :p

    [br][/br]
    Edited by merge:


    Thanks, man. I appreciate it!

    Well, thanks bro.

    As for the flooring, I went with banks as previously mentioned and I lined the outside of them with corner, 4x4s.

    Thanks again.

    [br][/br]
    Edited by merge:


    Challenged accepted.

    [br][/br]
    Edited by merge:


    You know, I actually did think about it, and I like the way the custom spawn works.

    You have to give up your height advantage quite severely when dropping down from GL spawn, which I like because it takes you quite a bit of time to get from GL spawn to custom spawn. I could see it being somewhat of a problem that if you were to drop from straight above then grabbing it and escaping, but it's not like you gain a huge advantage popping out of a tele only one floor higher. I would absolutely love to take a look at what you have else in mind for the weapon/ powerup layout, though.

    I will do anything to improve the map.

    Thanks again.
     
    #22 Eightball, Aug 31, 2012
    Last edited: Aug 31, 2012
  3. Korlash

    Korlash Remember Isao
    Forge Critic Senior Member

    Messages:
    780
    Likes Received:
    99
    I got on tonight to check it, and unfortunately, it's still there.

    This was the little annoyance I had and the simple fix I'd like to see on it:

    (on your current map, there was a traditional ramp followed by a shallow ramp.)

    [​IMG]

    Overall, this map is very nice. I'd be glad to play a game on it.
     
  4. Noooooch

    Noooooch Forerunner
    Forge Critic Senior Member

    Messages:
    454
    Likes Received:
    59
    Xzamplez makes a good point about the tele near the custom. Personally, I would hit the sender 4/5 times after grabbing the custom or health pack. It gets players out of the low area and then into a safe area. On top of that, they'll have the upper hand on the other player (CPU + Health Pack) since he might have his back to the receiver, if he was in that room.

    It might not be a bad idea to remove that tele altogether, place the custom on top of the health pack, and move the health pack to the platform above it. That way, the custom would be more visible from the top level above it, players would then be forced to move into the Camo room (which I don't like, but I think it's better than teleporting safely to the Sniper room). On top of that, players dropping down from the platform above the custom would not have the benefit of recharging their shields and grabbing the health pack, but players coming from GL would.

    Just an idea.
     
    #24 Noooooch, Sep 1, 2012
    Last edited: Sep 1, 2012
  5. Narfidy444

    Narfidy444 Promethean
    Senior Member

    Messages:
    298
    Likes Received:
    4
    I think this might work. I did find, in playtesting, that the teles seemed to screw some up some of the combat. we would be searching for eachother and the teles just made it || <--this much worse. If the teles were removed. the combat might be fixed...

    OR remove the CPU tele and put the health pack on the wall (that fixes that complaint) and just use the other one as quick acess to the sniper. and remove the camo receiver entirely.

    Just an idea
     
  6. xzamplez

    xzamplez Ancient
    Forge Critic Senior Member

    Messages:
    1,716
    Likes Received:
    3,051
    As I said before, if you stay in the central atrium, the map will play faster. If you keep going into the outer rooms, that is when the map slows down. For that reason, I would keep the teleporter.

    My main gripe is the custom placement.
     
  7. Noooooch

    Noooooch Forerunner
    Forge Critic Senior Member

    Messages:
    454
    Likes Received:
    59
    But both teleporters take you into the outer rooms, which in turn slows down the gameplay under the premises you've stated. Are you contradicting yourself or am I overlooking something?

    Another perk to removing the CPU tele would also mean that a player would not have the convenience of the Sniper Rifle AND CPU, whereas if he was forced into the Camo room and wanted the Camo pick up, he would have to trade it off with the CPU armor he was wearing.
     
    #27 Noooooch, Sep 2, 2012
    Last edited: Sep 2, 2012
  8. Eightball

    Eightball Forerunner
    Forge Critic Senior Member

    Messages:
    1,477
    Likes Received:
    18
    Alright, so Ben, I have fixed the ramp you mentioned and Noooooch, I am more than likely going to do as you have suggested. I will have to run more tests to see how things play out, but the powerups will be changed up. I might end up removing camo all around and custom tele.

    thanks for the feedback.
     
  9. theSpinCycle

    theSpinCycle Halo Reach Era
    Senior Member

    Messages:
    1,734
    Likes Received:
    100
    Even without this new version of yours, Pendant is great. Nominated for FHF 4 good gameplay and great aesthetic choices.

    Good luck, Eightball.
     
  10. Therenownedpuppy

    Therenownedpuppy Promethean

    Messages:
    40
    Likes Received:
    0
    Man I hate that pits placement. Too many times Someone was shooting at me and I turn around to shoot back and I fall in -_-. The one in you other map (What was the name?) had a good placement though.
     
  11. Minion

    Minion Forerunner
    Senior Member

    Messages:
    288
    Likes Received:
    25
    I really like the looks of this map. Cleanly forged, well thought out, and I don't see how the gameplay could have any problems. But I've seen lots of your maps and they all look similar, I'm not saying that's bad, I'm just saying that for such a great forger you should try to make something different, like a creepy infection map, or a minigame. I hope you listen to my advice and try forging something different, and unique.
     
  12. Pyro UK

    Pyro UK Promethean

    Messages:
    9
    Likes Received:
    0
    This looks AMAZING. I'll download and play a few and let you know what I think of gameplay :D
     
  13. Eightball

    Eightball Forerunner
    Forge Critic Senior Member

    Messages:
    1,477
    Likes Received:
    18
    Thanks for the compliment, but I am a 1v1 competitive map forger. I don't like forging anything else that isn't 1v1, maybe 2v2, but that's my limit.

    I will be updating the map as soon as I can get some tests on it. I have already made changes where necessary, like removing the custom tele and putting the custom where the health pack was like Nooooch suggested. I also fixed a few minor aesthetics.

    Thanks again.
     
  14. Minion

    Minion Forerunner
    Senior Member

    Messages:
    288
    Likes Received:
    25
    Ok

    Ok, lol. I wish you forged infection. Your maps would be amazing, because it's my fav type of map to forge, so if you did it, I bet they would be great. Also, do you have any tips on keeping your maps so clean? Because they look SO NICE.
     
  15. Eightball

    Eightball Forerunner
    Forge Critic Senior Member

    Messages:
    1,477
    Likes Received:
    18
    Thanks, Minion.

    As for keeping a map clean- Learn which pieces look the best when used together and which textures clash. The best advice I can give you, is: Be consistent with textures and pieces.

    Hope that helps.
     
  16. Hulter

    Hulter ^Raindear
    Forge Critic Senior Member

    Messages:
    353
    Likes Received:
    23
    You're so good with the fans.
     
  17. Korlash

    Korlash Remember Isao
    Forge Critic Senior Member

    Messages:
    780
    Likes Received:
    99
    Congrats on your FHF eightball It's a unique layout that deserved it.
     
  18. FreshPrince

    FreshPrince Promethean

    Messages:
    6
    Likes Received:
    0
    Definitely downloading this. Even though I'm no good at 1v1 xD
     
  19. Titmar

    Titmar Le Mar du Teet
    Senior Member

    Messages:
    4,020
    Likes Received:
    14
    best use of pieces i've seen in a long time.
    very nice job.
     
  20. Scopulus

    Scopulus Ancient
    Senior Member

    Messages:
    854
    Likes Received:
    0
    I love the feel of this map. It is not only a well thought out map, it also has exceptional building style, and for that I tip my hat to you. It reminds me of Halo 2, great job, please make more! :D
     

Share This Page