WIP - Helios & Complexion

Discussion in 'Halo and Forge Discussion' started by A Haunted Army, Dec 13, 2014.

  1. A Haunted Army

    A Haunted Army Your Local Pessimist
    Forge Critic Senior Member

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    haven'et played oddball yet but i do agree that back hill above rockets is a bit too easy to lock down so i'm thinking of moving it down to rocket platform instead.
     
  2. purely fat

    purely fat The Fattest Forger
    Forge Critic Senior Member

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    What about having one hill in the area between rockets and where the bottom hill is currently.
     
  3. A Haunted Army

    A Haunted Army Your Local Pessimist
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    at needler/mid jump? i thought about that initially but i figured it'd be a bit too close to where the other hills are going to be and i want to draw more attention to bottom mid.
     
  4. A Haunted Army

    A Haunted Army Your Local Pessimist
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    update:
    - deleted problem spawns
    - removed bottom mid pillar because of ring around the roses gameplay, this also opens up a flag to flag LoS
    - fixed an issue with rockets where it wouldn't let you pick them up easily
    - move purple hill down to rocket platform.
    - removed the nova fx because of how disorienting it is when it despawns
     
    purely fat likes this.
  5. A Haunted Army

    A Haunted Army Your Local Pessimist
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  6. xzamplez

    xzamplez Ancient
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    Really unique looking map, Haunted. You've made significant improvements with each update.

    My only criticism is the map has 'string cheese' line of sight caused by the amount of pillars on the map. The lower the level, the more awkward encounters seems to get.

    I don't even have a Xbone though, so I couldn't really provide specific feedback on what changes I would make to address this. Simply put, I'd lower the amount of pillars.
     
    #26 xzamplez, Feb 3, 2015
    Last edited: Feb 3, 2015
    theSpinCycle and WAR like this.
  7. WAR

    WAR Cartographer
    The Creator Forge Critic

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    Good to see you back Max. Haunted made a great map too... I've really admired structural cover maps, they are very difficult to design as they take a lot of tweaking and modification to get things to play just right... I agree that some of the sight lines are long, it takes time to learn where to position yourself on the map and how to obtain cover in situations. The maps layout is simple enough to grasp after a few games but the learning curve is steep and I like that.
     
  8. xzamplez

    xzamplez Ancient
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    Good to be back. My concern wasn't the distance of the sight lines, as much as the thinness of them. Lots of interactions where strafing a few steps in either direction will take the player out of line of sight, especially interactions between different tiers.
     

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