Strongside

Discussion in 'WIP - Works In Progress' started by Fenix Hulk, Dec 15, 2012.

  1. Fenix Hulk

    Fenix Hulk Ancient
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    Just by me disagreeing with you does not make me a ****, lol. It's allowed. Rat's Nest is still very different from my map. Yes, you're at a major disadvantage if you're caught on foot on the outside but the difference between my map an 'Nest is that there is no wall separating the circuit from the inside. On foot players usually proceed from the base to the center and the circuit is only placed there for vehicle movement. The center contains 4 catwalks, and 2 middle passageways to choose from where 'Nest only had one doorway to each base with a catwalk above it which funneled in everyone to that specific spot. Where on Strongside, players are much more scattered.

    Ragnarok does favor long ranged battles but vehicles also play very well on the map. Just because you don't like that style doesn't mean its' wrong. Blood Gulch was open in Halo CE and the pistol was even more powerful than the DMR and the map is still a favorite for many people.
     
    #21 Fenix Hulk, Dec 15, 2012
    Last edited: Dec 15, 2012
  2. PA1NTS

    PA1NTS Promethean
    Forge Critic Senior Member

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    This is probably one of the best looking threads I've seen on Halo 4. Can't say much about the map, because I haven't played it. From what I can see it looks like a fairly fun map. If you invite me I will join. Good job on promoting it. It sold the map for me.
     
  3. cluckinho

    cluckinho Well Known
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    My **** comment was in regards to your response to Fauch pre-edit.

    I guess we'll have to agree to disagree then. Good luck with the map.
     
  4. Tycho

    Tycho Forerunner
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    I agree with you. Usually the issue with generic circle maps like this are that it's just a huge roundabout and people just rely on cross-map bass shooting for the entirety of the combat.
     
  5. Fenix Hulk

    Fenix Hulk Ancient
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    You can't shoot from one base to another, the sides do provide a long range LoS though, which was intended. If you guys actually played the map before saying the map is a failure just because there's not a few crates around the outside is crazy. The map is also not a circle, the routes do not connect in back, one side ends into an alley way and the other goes under the map.
     
  6. Waterfall

    Waterfall Promethean
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    Woah there, NOBODY said anything negative about the map. Quite the opposite actually. This map has gotten the best feedback from any map I've seen in a while. Critisizm is not negative, everybody here who pointed something out had a valid point. Instead of dismissing them maybe you should try to come to a compromise. Cluckinho10 is a very expirenced forger and he definantly has a point.
    Just listen to feedback instead of dismissing it. It makes your map better and it makes you more expirenced as a forger.
     
  7. Fenix Hulk

    Fenix Hulk Ancient
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    I'm actually going through an $80,000 course to become a professional Map Designer and concept artist for video games so he may have had some experience being a forger, but I'm actually going to be doing it for a career. How does an open side allow you to shoot "base to base." I don't care about criticism, but what you guys are pointing out doesn't make sense.

    The sides need "Open LoS" for hog play. You literally can't see the other base from the side routes until you make your way 2/3's of the way down. Saying "put something there but don't block the path and that it's too generic" doesn't make sense to me. The only thing you can see from the sides is corner to corner, which doesn't take away from gameplay and the only way to block that LoS is to block the path. I'm just asking people to better explain themselves and make sense.
     
    #27 Fenix Hulk, Dec 15, 2012
    Last edited: Dec 15, 2012
  8. FinalEndeavor

    FinalEndeavor Ancient
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    Think the best thing is to just play alot of games to see how things are working or if some things aren't.

    The few times that I've messed around on the map things seem great but we still need lots of testing. Only messing round with 3 people on the map doesn't give you the clear picture on how things are going to play out :)
     
    #28 FinalEndeavor, Dec 15, 2012
    Last edited: Dec 15, 2012
  9. Fauch

    Fauch Ancient
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    80.000$? I hope the job pays well oO
     
  10. Fenix Hulk

    Fenix Hulk Ancient
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    Average salary is $60,000 starting out and the government is paying 100%. (G.I.Bill)

    Now here is a better view for you guys to see that you can't see from base to base and the outside routes LoS.

    Left Side
    [​IMG]

    Right Side
    [​IMG]

    Left side of base
    [​IMG]

    Right Side of base
    [​IMG]

    Underground tunnel
    [​IMG]

    Center Glass Platform
    [​IMG]
     
    #30 Fenix Hulk, Dec 15, 2012
    Last edited: Dec 15, 2012
  11. Shadowcat AZ

    Shadowcat AZ Guest

    Well, Holy Crap!! This is one of the best looking maps I have seen so far! I will most definitely be voting for this to be a FHF when the voting begins! 343i should look at this one to include in the custom maps matchmaking by far!
     
  12. Catman87

    Catman87 Ancient
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    You should add it to your fileshare
     
  13. Fenix Hulk

    Fenix Hulk Ancient
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    It's there. You have to add me as a friend first though b/c the fileshare system is having a problem.
     
  14. FinalEndeavor

    FinalEndeavor Ancient
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    The glass platform and the hammer spawn area are starting to become my favorite parts of the map. Looks great!!
     
  15. Fauch

    Fauch Ancient
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    where are you living? oO
     
  16. cluckinho

    cluckinho Well Known
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    So I dl'd, and I have a few comments.

    What is up with the dominion walls? I feel like trying to attack an enemy base will be tedious and simply annoying task. This actually takes this to my next point; to me it feels like attacking in general will be a serious ***** to do. First off there's only like two ramps and one of those ladders. Sure those ladders look cool, but they're not very practical as an attacker cannot see what he's about to face. A guy with a boltshot could camp that ladder like a mother ****er.

    Another complaint that I have is with the tower. It is so overpowered it is ridiculous. A guy with a sniper up there could easily pick off people on the whole right side of the map. That coupled with the fact that there is one (impractical) way up there makes me wish that you'd just remove it.

    Let me also mention again how massive that line of sight is in person.

    Lastly, the two underground tunnels leading to hammer spawn are massive bottlenecks that are going to make it hell trying to make any advances in position.

    Those are my four main complaints.
     
    #36 cluckinho, Dec 15, 2012
    Last edited: Dec 15, 2012
  17. Waterfall

    Waterfall Promethean
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    Exactly what I was trying to say about the towers. He went into a bit more detail then I did though.
     
  18. Fenix Hulk

    Fenix Hulk Ancient
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    Well again with the complaints and u haven't even tested the map, lol. Anyways, the dominion shields only exist on the second floor, which the enemy team really doesn't need to be in for any reason and the garage door, which gives the ability of the team to spawn the hog and get moving before getting shot at.

    Yes, it was designed from the ground up to be a ***** to get the flag, just like old school arena style CTF. READ THE DESCRIPTION IN THE HEADER.
    [​IMG]

    If it was easy the game would be over in minutes. The ladders are very practical because you need to clear the floor before you try and get up to it by a ladder... this takes teamwork. It was designed that way as well. It gives you a little security on defense. The bottom tunnel is not for assaulting but designed to be a quick getaway... making it not a bottleneck. If you choose to assault down it, then let it be your death wish.

    As far as the sniper tower goes... the map was designed from the ground up to have a strongside and weakside... the sniper tower makes that possible. Both teams have that advantage as well disadvantage so its equal.

    Sorry about the long LoS on the sides but you cover them up then that gives the hogs a disadvantage.
     
    #38 Fenix Hulk, Dec 15, 2012
    Last edited: Dec 16, 2012
  19. MadMoon

    MadMoon Promethean

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    Interesting that you did not include any exterior walls or guard rails. I do like the layout.

    However, what really interests me is the materials you used to build the structures. I am seeing some interesting combinations. I may try variations of these structures for myself.

    I normally come to this site looking for inspiration for new layouts and architecture patterns to use in my own maps. You definitely did not disappoint.
     
  20. Tycho

    Tycho Forerunner
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    You're one of the worst liars I've come across. Not only did I test it in your map when I played it, but you even posted pictures in the thread showing the extremely long range LoS. I get it, you probably think your map is perfect because you made it (I like to think that too) but take the criticism and do something with it to make your map even that much better. Although I'm not really a fan of the layout since it's pretty much every MLG map ever made, but this one however has an interesting flavor to it the way you designed it.
     

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