Bastille (WIP)

Discussion in 'Halo and Forge Discussion' started by Xandrith, Dec 18, 2015.

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  1. Xandrith

    Xandrith Promethean
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    I'll try it, thanks for the tip.
    --- Double Post Merged, Dec 18, 2015 ---
    Yeah, I still have to add some lighting here and there.
     
  2. Xandrith

    Xandrith Promethean
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  3. Goat

    Goat Rock Paper Scissors Scrap
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  4. Xandrith

    Xandrith Promethean
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    Lots of thin blocks to fill in the cracks around a ring. Pretty darn simple but blocks in this forge mesh so well, especially when black.
     
  5. Kazerra

    Kazerra I Beat the Staff!

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    Looks nice and clean, I like it. I agree that it's reminiscent of CE, probably due to its simplicity.

    I'm a little worried the upper areas of the map will be overpowering, even with the rocket spawn down below. Are you testing this soon? I'd be interested to see how it plays.
     
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  6. Xandrith

    Xandrith Promethean
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    Yeah, I'll be trying to get games whenever I can. What's your gamertag?
     
  7. J A Y

    J A Y Ancient
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    Add me. GT: Jayyyyyyyyyydos

    That's 10 Y's.

    I'm keen to help do some testing sessions.
     
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  8. Kazerra

    Kazerra I Beat the Staff!

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    Sounds good! GT is Kazerra.
     
  9. VwS Executioner

    VwS Executioner Sweaty Online Warrior
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    I agree with this it's hard to see the dimensions of the walls especially when you're looking through he tunnel way at the end of the video I would either add more light to the map by breaking off some of the ice cap roof or add lights also it feels to cramped with the roof over your head but it might feel different once you add more color to the walls who knows but it looks good but I need to play on it to see if it's sweaty or not
     
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  10. Xandrith

    Xandrith Promethean
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    I recently added lights and turned off light baking on the outer walls. Now you can see everything just fine.
     
  11. Debo37

    Debo37 Ancient
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    I very much enjoyed our playtest we had on this map last night. I think the color scheme is interesting, and the whole "ice cave" thing you have going on with the ceilings really makes the map less basic. From a pure playability standpoint, Bastille is stellar. The layout is fluid, Spartan Abilities enhance your mobility when moving around, and it was very easy to learn and get oriented on the map. I was a little concerned about the dearth of upward mobility options - currently there are only the two lifts, center platform's supports, and the platforms themselves - but it didn't seem to be an issue while testing. The layout handled 5v5 perfectly, so your scaling is about spot-on for an H5 arena map.

    Obviously, as it's an early version, it's a bit lacking in the visual department. The map could really stand to benefit from some additional detail pieces - geometry like crates, generators, etc. - that give the playspace its own identity and ground it further in a sense of place. As of now, the map is very empty-looking. I think your biggest focus moving forward should be coming up for a more specific "theme" for what you want the place to be beyond just "bases in an icy cave." Given the fortress/war connotations of the word "Bastille," perhaps go for something like a bombed out warehouse theme? A rebel supply depot in the mountains? We have tons of awesome decorative pieces and effects that you could doubtlessly use to enhance the map and flesh out the feel as you continue working on it in the future, and if the lack of upward mobility options becomes an issue in 4v4, things like crates or containers would be great to add more scalability to your design.

    Overall, I very much enjoyed playing the map and look forward to seeing it continue to be refined. Your layout is fantastic, and if you put in the extra effort to kick the visuals up a notch, you'll have a matchmaking-caliber map on your hands.
     
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  12. Xandrith

    Xandrith Promethean
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    I'm going to give my response in the map thread.
     
  13. a Chunk

    a Chunk Blockout Artist
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