Baptism by Fire

Discussion in 'WIP - Works In Progress' started by Fenix Hulk, Dec 23, 2012.

  1. Fenix Hulk

    Fenix Hulk Ancient
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    All this advice is great and all, I do know there's a lot to be fixed. The biggest problem is actually 2 problems:

    1.) The size of the map itself is huge
    2.) The layout of the map makes you see everything at once. The map is not divided up into rooms/areas so when you're on top the xbox is trying to process everything on the map constantly, including all fighting taking place.

    As I stated before I deleted most big budget items dropping my budget down to 7,000 and there was still frame drop when @ the very back of the base going off the grav lift. It's just because every item on the map is being displayed on your screen @ one time, including both asteroids. Just too much for the game to handle. I tried flag away spawns but it became irritating not spawning @ the base and it felt like it just scattered your team apart. (sometimes it would work, others not) I originally had a spartan laser but with the addition to the Gauss Hogs (which are not OP), the spartan laser just provided to much anti-air so I switched it out with a Inc. Cannon for some anti-hog. I also originally had mongooses on the map but I was cutting it on budget and knew no one would use the mongooses do to a heavy infantry advantage over the goose. While they would be fun, not very practical and cost too much just to add in some fun on the side. No one really uses the goose unless it's a sure fire way to get the flag back.

    Yes, I killed the deadline and killed testing on this map period. It's a great map and plays great, everyone who plays on this map loves the feel and games they play on it... but the frame rate drop is such a huge turn-off and the only way to fix that is to change the map completely. I would rather just start fresh and that's what I have done. I know if you build a large map on forge, and want it to be pretty, you gotta segregate it. I've already built a pretty solid map that is the same size of this one but the map is divided up quite a bit to keep frame rates normal pace. It also incorporates both vehicle play and infantry just as well if not better than this map. I'm going to do alot more testing on the map before I even submit a "preview" because people here are pretty harsh and if they see some problems with the preview, ignore the map forever no matter what changes occur.

    As for the map name, no matter what the name, somebody will complain, period. I originally had it named Strongside and said the name was lame and boring (I named it because the original design had a strong side and weak side to each base area. Then I changed the name to baptism by fire (it's a marine term, don't know if you're familiar with it) to name it after the first week of training a spartan fireteam goes through and this map is the simulator. I just crapped out a name, didn't think people cared so much about the name of the map rather than the map itself.

    Overall it was a good map, but the frame rate killed this map. It was basically a stepping stone for me learning the system and what it can handle. You could basically consider it retired or as you stated "Dead on Arrival" just because it's to much for the system to handle.
     
    #41 Fenix Hulk, Dec 28, 2012
    Last edited: Dec 28, 2012
  2. Digital Limit

    Digital Limit Ancient
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    Whoa, you're so quick to abandon the map. There's a great idea here—the Rat's Nest template using those Station Corridors—I hope you don't abandon that as well.
     
  3. Fenix Hulk

    Fenix Hulk Ancient
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    I'm quick to abandon my map but I'm full of great ideas for maps, I'm just learning how to effectively apply them into forge. There is however just to much work involved and the final product is not what I want, I can't and won't create dull maps. For the main 2 problems I stated about this map and fixing them will create this into a dull map. I guarentee you my next piece will make up for this map getting ditched, even though I put in countless hours into this map, but alot of it is learning forge, it's limitations, budget, what pieces to use for whatever job, etc. I may bring back this map by another complete overhaul, just not right now.

    It is what it is for now.
     
    #43 Fenix Hulk, Dec 28, 2012
    Last edited: Dec 28, 2012
  4. Titmar

    Titmar Le Mar du Teet
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    i downloaded this and played it in my customs session the other night.

    first i want to say that i really love the look and layout of the map.

    it did suffer from some framerate issues however. i think you could significantly improve the framerate of the map by cutting down on some of the fancy decorations you've used. you could perhaps make a "redux" version of the map that has these objects removed.

    the gauss hog felt a bit OP like it always does, but i did notice that if the enemy team is smart, they can pretty much avoid the gauss rampage. still, i wonder how it would play with rocket hogs instead.

    overall, great job on the map, looking forward to more of your maps!
     
  5. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    You are correct. Reach had labels for a single team zone using CTF and then also the ability to use dual state zones using the FLAG AWAY and FLAG variant labels. The same is true with H4, only H4 maps were implemented with the latter. It is a choice of the forger, and there are trade offs.

    What you really need to understand about flag games in H4 is that the zones no longer guarantee spawning regions. To do that you need to use team assigned points. (e.g., blue team points around blue flag and base prevent red team from spawning there by the flag.)

    It has been noted that you can spawn by the enemy flag in H4 MM already, so following their maps as examples is NOT what I would recommend.

    And if you want to use the flag state variant game type labels there are a myriad number of ways to use them effectively, not just the way that H4 chose to use them.
     
  6. Fenix Hulk

    Fenix Hulk Ancient
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    Thanks for the help. You basically have to get very detailed with spawn zones and incorporating all tags where needed to make a map mostly successful (spawning wise). I think more than one spawn zone flag away is necessary and utilization of spawn zone block of other team is a must.
     
  7. Abdsll

    Abdsll Promethean

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    quick question

    How did you make the red thingies in the central tower?
     
  8. Fenix Hulk

    Fenix Hulk Ancient
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    Killball inside a Tower
     
  9. tallon

    tallon Ancient
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    You never had to send players' friend requests to download their files, you type their gamer tag in when you search by user. Works fine.
     
  10. BoBwUzHeRe1138

    BoBwUzHeRe1138 Promethean

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    What's your gamertag? I wanna DL and do a forgethrough to see what I think!
     
  11. Fenix Hulk

    Fenix Hulk Ancient
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    UNSC Fenix Hulk, but this map is an old project and has been put on the back burner for right now because all of my focus right now is going towards Phalanx, I would suggest checking it out here.
     
  12. Abdsll

    Abdsll Promethean

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    Oh. Thanks. Never tried that.
     

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