I loved your video...hopefully you get the "constructive" belt whips you're looking for from the community. Pretty good for your first slayer map as well. First question - are players able to pick up the powerups embedded in the walls? Camo in the wall is nice for color cordination but I think they are misleading players trying to pick them up more than establishing map awareness. I would suggest using the switch for the blue dome in your map gadgets menu as an aesthetic replacement.
Thanks Warholic, and no, I have tried it from all angles but the powerups can not be picked up, I haven't heard from anyone that they tried to pick them up in the game but if this becomes an issue for players I'll switch that up, thanks!
Well I'm going to just reiterate what Warholic already said... Awesome job on the video. The map looks quite good for your first attempt at a slayer map. You seem to have avoided some common pitfalls by designing an asymmetrical map with a good variety of elevations. I'm looking forward to testing this.
Awesome! please wait until tomorrow to download the map, I have gotten a good amount of feedback and version 1.1 is on it's way with some major changes to the design. I will update this here on the site as soon as it's on my fileshare.
I had never thought about using the powerups as lights like that. Pretty ingenious. How does it affect the map's performance?
as far as I know it doesn't affect the framerate at all. I have tested the whole maps framerate with shadowplays fps counter and it stayed around 55 everywhere, (halo the master chief collection never truely runs on a solid 60 on forged maps).
Overall I really love the design both technically, traversal variety is astounding and visually, it dosent feel blocky thanks to the depth of texture creating a very natural playspace (even for mostly concrete.) My absolute favorite area has to be the LIFT AREA as a whole that design is simply gorgeous to look at. As we have already spoken one on one Marco; I feel the improvments made per suggestions have been a great effort moving forward with Version 1.2. With a bit more smoothing In smaller areas, Alexis is shaping up to be one supurb small map indeed. SUGGESTIONS... The ramp leading into green (that shares a wall with Overshield) is very gradual which is a nice thing, but with all that extra ramp you are left with a lot of flat wall...I have found myself snagged on the edge of this ramp on a few occasians. SNAGGING on this could pose a problem especially while in a firefight. I would suggest adding bank to this slender ramp and seeing how you feel about that. Forge On! -CaptainHotDaddy
Thanks for the feedback, I have fixed the ramp in version 1.2.1 among with some other suggestions people have made! I really feel like the map is shaping out as the best it could!
I can see why you didn't get many complaints about the map. It doesn't really do anything 'wrong' per se. It's just missing the dynamic play (I realize that's a vague term, but it's the best I can do) that great maps have. It doesn't give players much opportunity to outplay each other through creative movement. Matches mostly come down to who's shooting the best. I love all the little angles you've built into the map. The main thing that I felt lacking was major elevation changes. There is a major elevation change between the lowest level and the top level, but there is so much overlap that a person at the highest level will basically never be engaged in battle with a person on the bottom level. Reducing the amount of overlap on the side that has a lower level would help out. You could add a higher level to the map too. I personally really enjoyed the theme of the map. I think you pulled it off quite well. I was somehow immersed even though I couldn't sprint. Alexis is really a solid effort considering how much experience you have.
I just read this (I know long time ago) and thanks for the feedback. From what I'm getting is that the map lacks verticality and that players are always drawn to the same place which is ideally not what a good map does. When I made this map I had one of my favorite maps from halo 3 'Guardians' in mind where it also mostly came down to outplaying the other player with gunfights and not so much with positioning. I'll take this in mind though next time I make a map! thanks.