Tron

Discussion in 'Map Discussion' started by a Chunk, May 10, 2015.

  1. a Chunk

    a Chunk Blockout Artist
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    a Chunk submitted a new map:

    Tron - 1v1 - Battle to the death

    Read more about this map...
     
  2. Psychoduck

    Psychoduck Spartan II
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    So, I know I rated this map a perfect five earlier but after playing another game on it tonight a few issues which I had noticed before resurfaced. These issues were serious enough to detract from the experience rather significantly, but should mostly be easy to fix.

    The first issue was with two respawn points on the map. One is placed on the sniper platform facing towards the overshield, a few feet from the chasm. If a player spawns here and begins walking forward immediately, he will likely fall to his death unless he is very alert. I barely managed to hop to thee OS platform when spawning here. The other questionable spawn was near speed boost and awkwardly faced the railing behind the speed boost (away from the rest of the map) at a 90 degree angle. I know that you want players spawning here to be immediately aware of the speed boost, but the orientation is very awkward.

    The second issue was with a jump. The fin spanning the gap where the overshield is placed has caused me to inadvertently fall to my death on numerous occasions now. Climbing the 45 degree fin, players gain momentum which pushes them onto the top of the fin. If a player attempts to jump at the wrong time, their feet will not be touching the ground because of this momentum and they will continue forward and either land on the awkward walkway below or fall to their death.

    The last issue is that, over multiple games, the area at the top of the teleporter appears to be too powerful. I have played multiple games now where my opponent has won by controlling that platform for the majority of the game. On a map with such wonderful gemeotry for creating acrobatic gameplay, it's a real shame when most of the encounters involve one player sitting in the same location. Covering the receiver node is easy enough, and the number of lines of sight available from the position really allow players to lock down the map past what I would consider to be a reasonable extent. Adding power cores near the receiver would make camping the receiver nook much riskier, and making some minor tweaks to the lines of sight available from the platform would go a long way towards keeping encounters more carried and mobile.

    If these issues can be fixed, the map will easily earn the five stars I rated it and be one of my favorite 1v1s around. I really love this map, but these issues are holding it back right now. Let me know if a better explanation is needed on any of the points I brought up. Hopefully you find this feedback helpful. :)
     
    #2 Psychoduck, May 11, 2015
    Last edited: May 11, 2015
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  3. a Chunk

    a Chunk Blockout Artist
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    Thanks for the detailed feedback!

    Respawn points - I know which spawn point you're referring to near Sniper. It was placed there because of the cover provided by that pillar. I can easily move it back further from the edge. The other spawn point near Speed Boost I'll have to check out.

    Ramp from Sniper to Top Tele - I think I've only had that happen once to me in game, but that's probably because I've spent so much time on the map. I have a couple of ideas I'll try out to hopefully make it feel a little more intuitive and consistent.

    Top Tele - First, I assume you've downloaded the latest version, which I put in my fileshare when I posted the map. If you haven't, you should because there are some small changes that impact the top tele area.
    I'll be honest, I have strong reservations about making anymore changes that will further nerf that area of the map.
    First, there's no great way to do it. The fusion coils may actual make it harder to take over that area because the player that's already there could easily shoot them as the other player comes through the tele. I could certainly add a bit more cover in some other areas of the map to grant them better protection against players at top tele. I could also move some of the weapons around to create greater incentive to leave that spot.

    However, the greater reason that I'm hesitant to make more changes is that I'm just not convinced that it's too powerful. Perhaps it's due to my map knowledge, but I have yet to play a match on it where anyone has been able to dominate play from that position. There have been stretches in games where my opponent has killed me a handful of times from that location, but no more than that. Even when that has happened, it was entirely due to the difference in skill level between myself and my opponent. I had either the first shot or a grenade at my opponents feet, and failed to finish the kill when I had the advantage.

    I have no doubt that between two players that aren't equal in skill, the better player can dominate from that position...and that's how I intend it to be. In a game of equally skilled players, that position should still be the 'go to' spot, so a lot of the gameplay will revolve around that position. However, one player shouldn't be able to totally dominate an equally skilled player from that position. What I really need before I make any changes is evidence of that happening, either through personal experience, or video evidence. Even then, I'd probably still be skeptical if I only saw a video and didn't experience it first hand.

    We should try to get a few games on here and see how it goes.
     
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  4. Psychoduck

    Psychoduck Spartan II
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    My feedback was pertaining to the new version.

    I do not think that the issue I mentioned would be present in even games; however, I still think it presents a problem. The player camping teleporter receiver may demonstrate superior shooting skill with a BR, but he is not demonstrating superior map knowledge or movement skill (both of which are otherwise very important on the map). Ideally, I believe a player with superior knowledge of the map should trump the player with superior shooting skill if that player is merely sitting in one location. I suppose you could argue that the player camping the receiver is demonstrating superior map knowledge by knowing that he is controlling the most advantageous portion of the map, but I don't think there should be a single spot which is simply the best to control. Shouldn't the better player win because he is moving around and using the whole map better than his opponent rather than because he is better controlling one small part of it?

    Now, my data is limited as I have tested the map only a handful of times. But, this has been the trend throughout my testing. Hopefully we can get to the bottom of the matter if we run some more tests.
     
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  5. Xandrith

    Xandrith Promethean
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    I personally don't think that the teleporter area is too powerful simply because of the weapon placement and pathing. In all of my games someone gets caught out top teleporter because of the sniper or speed boost (more so now with speed boost given the sender nodes new placement). Also, if you don't anticipate the area that your opponent is coming from, or just guess wrong, top teleporter is a death trap.

    Finally, the spot has 2 ramps that lead to really nasty grenade placement. These can both be seen in the top left of the first picture, but I'm sure you guys know what I'm talking about.
     
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  6. MultiLockOn

    MultiLockOn Ancient
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    I quite like the look of this Chunk. Harkens back to old school design of not holding your hand and putting railings and wide walkways everywhere. The narrowness and possibility of falling off everywhere is a good touch :)
     
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  7. Psychoduck

    Psychoduck Spartan II
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  8. a Chunk

    a Chunk Blockout Artist
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    As you said, this map can be brutal at the beginning, but the video does an excellent job of showcasing some of the movement options that are possible once you learn your way around. Hopefully everyone will give it a few games to familiarize themselves.

    Really great video, Duck!
     
  9. Orzium

    Orzium Legendary

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    I always love seeing unique and original maps. I have always wanted to make a map that has similar design aspects as Tron. In saying this, this map has pushed me over into designing and constructing a map with similar design characteristics. I will be posting images of it in the next few days. Brilliant map Chunk!
     
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  10. leegeorgeton

    leegeorgeton Forerunner
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    While I love the unique gameplay aspects of the map's layout, I am also extremely impressed by the aschitectural forms, structure and aesthetics. You did a tremendous job of maintaining the aesthetics throughout, making it a map that is as visually interesting as it is unique to play in. Great job.
     
    #10 leegeorgeton, Jun 2, 2015
    Last edited: Jun 5, 2015
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  11. Soldat Du Christ

    Soldat Du Christ Legendary
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    Love finding these old gems that i never got to see before
     
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