.Synthesis v1.5

Discussion in 'WIP - Works In Progress' started by Hydrolysis, Apr 26, 2013.

  1. Hydrolysis

    Hydrolysis Forerunner

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    #1 Hydrolysis, Apr 26, 2013
    Last edited: May 12, 2013
  2. A R C A S I U S

    A R C A S I U S Promethean

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    This looks great, really clean forging and easily discernible layout. Can I just ask what is that structure in the middle supposed to be? That outdoor area looks mag, strangely reminiscent of some sort of courtyard. Can't wait for the finalised map
     
  3. Zandril

    Zandril Promethean
    Forge Critic Senior Member

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    This looks like a very good forge map. It's looks clean and the aesthetics are good as well.
     
  4. Hydrolysis

    Hydrolysis Forerunner

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    Thanks A R C A S I U S, I've put a lot of time into this map (Hopefully it shows) trying to create a map that is both simple in layout/design, yet elegant. The center structure is a solar energy device which collects energy from the planet's star and synthetically converts that energy in chlorophyll in order to artificially promote/create life on an, otherwise, uninhabitable planet. Hope that answers your question.

    Thanks Zandril, glad you like it!
     
  5. A Haunted Army

    A Haunted Army Your Local Pessimist
    Forge Critic Senior Member

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    nice circular bottle neck you have there
     
  6. theSpinCycle

    theSpinCycle Halo Reach Era
    Senior Member

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    Way to sum up our discussion about this map. :p

    @Hydrolysis
    That 1x1 center piece looks like it could be used as a jump up, but the top is blocked by another piece. Not sure if that was intentional. Some of those doorways look like they could use some widening. The second to last screenshot needs some more depth - everything's one color and it'll be hard to judge where the floor ends and walls start (Reach syndrome). That hallway is also pretty long for not giving you options to take other paths, so I can see players going through there getting trapped pretty easily. There are some crates in the third screenshot after your overview that seem unnecessary. The rocks in the last screenshot look a little out of place, although that may just be me.

    I'm surprised I don't recall seeing you around. This is pretty good :)
     
  7. Hydrolysis

    Hydrolysis Forerunner

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    Thanks for the feedback SpinCycle014, I've been here on ForgeHub for quite some time. I posted several maps in Halo: Reach; however, I don't get to forge these days as often as I'd like to!

    • The center piece is placed at a 30 degree angle (for aesthetic purposes), so you can't actually climb it. It's supposed to be a solar panel collecting energy, so it's angled to maximize the amount of sunlight collected; however, if this proves to affect gameplay I'll adjust it.

    • About the doorways, they're not quite as narrow as they appear (about the width of 2 blocks), but again if this is hazardous in gameplay I'll definitely make changes!

    • As for the the hallway? I'll see what I can do about giving players more options (If you have any specific ideas let me know).
    Anyway, thanks again for your constructive criticism/feedback! It's far to uncommon to get good critique. People too often bash/praise a map without ever giving any real suggestions for improvement....not to say that I don't like to receive praise. ;)

    -Hydrolysis
     
    #7 Hydrolysis, Apr 28, 2013
    Last edited: Apr 28, 2013
  8. Xtravagant

    Xtravagant Promethean

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    I like the idea of this, however I don't think a circular bottle neck is a bad thing. Not every map has to be bloodgulch. There are plenty of maps that make use of hallways that lead to central locations eg. Adrift and it works quite well. I have seen some seemingly horrid map designs play out splendidly so until I get a game on this I won't comment on what gameplay MIGHT be like. I do feel through that those rocks are a bit out of place... however if they are in different locations through out the map then it may be ok.

    That hallway that was mentioned previously... theres not a whole lot you can do with that other than to give the pieces some color as somebody mentioned above. Maybe just ad one more line of sight blocker either in the center or on the wall opposite the strut so people won't feel hey go down it then they have no avenues of escape or cover.

    The crates are a bit of a quandary, I see what you're trying to do there however if the entire theme isnt there, then I don't suggest putting them there it looks a bit disjointed. By theme I mean some maps look like a clean and boring arena with no REAL LIFE aesthetics, and other maps have for example a dock theme as arcasius mentioned before where you would typically find random crates, ropes, signs etc strawn about everywhere. But I find if you try to go somewhere in between then it just feels a little bit funny? This could just be me but ive seen quite a few maps of both types.

    Overall i'm really digging the map
     
  9. FTG Insanity

    FTG Insanity Forerunner
    Senior Member

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    This looks very interesting and clean. I'd love to run some games on it. How have you done your respawn areas? If you need help, let me know. I can help.
     
  10. Hydrolysis

    Hydrolysis Forerunner

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    I'll see what I can do about adding cover and depth in order to minimalize the "Reach Syndrome" SpinCycle014 mentioned. Aesthetically this map is supposed to be a research facility of sorts; however, if the crates seem out of place. I'll either try to make them work so that the map doesn't seem so "disjointed" or remove them all-together! Thanks for the good ideas.

    I'm currently (by "currently" I mean as often as time allows) working on setting up respawn areas on the map as well as setting up objective gametypes (Oddball and KotH). Unfortunately I have a pretty busy week in front of me, so I probably won't be able to get any solid work done on the map until the wknd!

    Thanks for the willingness to help. If I run into problems/have questions, I'll send you a msg!
     
  11. theSpinCycle

    theSpinCycle Halo Reach Era
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    Friend me on Live and we'll chat in game. GT: thealm0ndkiller
     
  12. A Haunted Army

    A Haunted Army Your Local Pessimist
    Forge Critic Senior Member

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    did you really just say that bottle kneck gameplay is good and 0-0 standoffs for 20mins is "works quite well"????
     
    #12 A Haunted Army, Apr 29, 2013
    Last edited: Apr 29, 2013
  13. Redy

    Redy Hipster
    Senior Member

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    Bro, nice map! Solid design, really awesome theme.

    The trees in the middle are interesting too, anyway, I'll give it a download. Probably I'll play on it next custom game time.
     
  14. Hydrolysis

    Hydrolysis Forerunner

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    Thanks Redy, let me know what you like/dislike about the map after you get some games on it. I've been trying to get a lot of testing done on the map; however, I've been super busy and haven't had as much time for customs as I'd like...but once I've managed to get more testing done on the map it should be read to "ship"!

    -Hydro
     

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