WIP: juxtaposition

Discussion in 'Halo and Forge Discussion' started by qrrby, Mar 9, 2016.

  1. qrrby

    qrrby Waggly piece of flesh
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    Here's a map that I tried to have capture a dual balance between vertical and horizontal gameplay. As of yet it's a very rough design (colors, lighting and asthetics wise), I'm looking to improve a couple tight passages and perhaps sizing, but I think the extremes cancel out the map feeling too big. I was shooting for mid-large in terms of 4v4 sizing.

    As of right now only supports slayer and strongholds, but I'm looking forward to putting assault together as there are many unique ways for the ball to be sneaky (the very same reason I don't think flag will run too well); let's get to testing! ;)
     

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  2. Soldat Du Christ

    Soldat Du Christ Legendary
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    If your not set on this color scheme i highly recomend you try out some more practical colors
     
  3. qrrby

    qrrby Waggly piece of flesh
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    The outside I plan on making easier on the eyes most definitely, the side passages I'm going for a semi covenant theme. And once I lower the lighting since I'm for the most part done editing it'll be better too, I just wanted the pictures to be visible during the skeleton phase ;)
     
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  4. Soldat Du Christ

    Soldat Du Christ Legendary
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    Feel free to invite me whenever i'm on my Gtag is: Explorer Oak

    Just send me messege so know it's you
     
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  5. qrrby

    qrrby Waggly piece of flesh
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    Some updated pics :)

    Also added some decals to help people calibrate where they are on the map
     

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  6. Max Extra

    Max Extra Forged Friday Founder
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    So after the test on Forged Friday this is what I thought:
    • I thought that the map was crazy unique and thoroughly loved that aspect.
    • I felt that the map lacked direction assistance, and even though after a while of playing on it for half the match i was able to start identifying some paths or weapon location, I felt it was very hard to call out locations of other players with everything looking the same.
    • I'm always a fan of teleporters and I enjoy how you used them
    • I would suggest trying to draw more attention to the lower ones, I wasnt able to find those for a long while because the direction of play leads up to the middle of the map.
    • I found that the map felt a little cluttered and that it was difficult to line up shots or locate enemies, i would suggest some how opening up the lines of sight a little more.
    To get a better experience for what I went through watch the VOD of the game. The 2v2 games are played at the end of the stream, so just fast forward to find it there.

    Also remember that this is my first time playing on the map and this information doesnt really give accurate feed back. Good feed back would be having 5 groups of people playing it the first time to give you how intuitive parts of your map are, and have a group play the map several times to see what patterns and meta form on your map as people learn it. I dont suggest making any changes off of my feed back alone without review the video or having input from other sources.

    Overall i really liked the Unique feeling of the map, and with some alterations to the map or playing it more to learn it I think its great Id love to test more of your maps at more game nights!
     
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  7. MstrBlonde

    MstrBlonde Ancient
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    Played this on 3/18 in Max Extra's lobby. My thoughts:

    I very much enjoyed the unique design of this map. Everywhere you go, there are unexpected elements, really making the map visually interesting. The color scheme for the map is much improved, way better than the screenshots above. That being said, the colors are uniform across the entire map, making it tricky to get oriented at any given time. Sight lines are pretty good, but it's a little too busy, especially in the lower areas.

    I really think you have a great handle on building functional, interesting maps, and I really hope you plan to make more!
     
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  8. qrrby

    qrrby Waggly piece of flesh
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    Thanks so much for the feedback! This map has proven to be a tricky one to iron out and keep the core gameplay the same. I'll add some more accents that are room-specific to help with the disorientation (I assume you're talking about the bases and sides of the map). As far as the middle goes, I plan on reducing the hourglasses to just 1 medium instead of 5 small ones and make a kind of middle choke point while opening up the side passages a bit. One last thing I have to add is patching for the bases (so people will actually use the mancannon lol)
     
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  9. Max Extra

    Max Extra Forged Friday Founder
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    I approve of the black and white a bit more than the other but it still seemed like players where having a difficult time getting around. this may because of the unique angles and pathways of the map. the numbers may still be too subtle, or perhaps doing the reverse decal glitch to light them up and bring them out more? The map is beginning to grow on me but i still find my self avoiding the covered walkways and trying to stay out above the ground. also i found that one of the OS's was rather difficult to pick up.
     
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  10. Wahrer

    Wahrer Legendary

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    I got to play this last night, and as-is I think the main issue with the coloration / lighting / atmosphere is that just about every facet of the map is extremely overstimulating and sharp; while that's a map theme that can work, I think having the aesthetics likewise go that route pushes the map just over the edge in terms of messing with player orientation. I think if anything, a lot of the lights need to have their cutoff points reduced substantially so as to avoid any excessive "aliased" floodlights, with the "default" map color switched to something fairly mild and likewise using some calmer accent colors to differentiate certain parts of the map. I think as-is the entire map is using a mix of grays, yellows and purples, whereas taking a more nuanced approach and having subtle lighting cues (in addition to the alchemy symbols using the decals) could point players towards spaces, almost like Boarding Action or Warlock.
     
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  11. qrrby

    qrrby Waggly piece of flesh
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    I've started what I think you're talking about with the lighting, but I could use a little in game direction if you're up for it. I'm on after midnight est usually
     
  12. Wahrer

    Wahrer Legendary

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    I should be able to hop on some time this week, probably Tuesday. My current schedule doesn't usually have me up past 10PM CST (if that) most of the time, so I may do a lighting / coloration mockup on my own time and share it with you just so you can get an idea for what I'm talking about.
     
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  13. qrrby

    qrrby Waggly piece of flesh
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    Sounds great, I think I have Tues Wed off this week but if not I'm always encouraging people to nerf my maps of their asthetics seizures ;)
     
  14. SammichEaterPro

    SammichEaterPro The Hungriest Forger
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    If you are going for a Covenant theme, I suggest looking at more pictures and focusing on the lighting aspect. There are often many smaller lights in rows, and patterns on the ground. Round architecture is only about 30% of what Covenant themed maps entail. The rest is all lighting.
     
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  15. qrrby

    qrrby Waggly piece of flesh
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    Placeholder post for updated pictures/video to prevent ^^^^^

    I really appreciate the feedback, I already changed the color scheme a lot from what you saw. I think you'll enjoy where it's gone :)
     
  16. MstrBlonde

    MstrBlonde Ancient
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    Played again on Friday, and the map was much improved. The color accents are great and don't take away from the aesthetic at all, and I had a much better handle on where I was at any given time. This map is more fun every time I play it. :D
     
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  17. Max Extra

    Max Extra Forged Friday Founder
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    Belated Feedback but feedback none the less. Sorry for it being so late but i have been having ISP issues lately
    • This is by far the cleanest and best iteration of the map so far well done on the improvements
    • I still think that the pathing still needs work but I do like the cleaned up middle and the lift areas now.
    • The map still could benefit from a lot more read ability, for instance the teleporters in each base are still difficult to find for newer people and still not easily found on the 2nd play test either.
    • I like the use of the decals and find that it helps identify areas but they are still a bit too subtle, im not saying you need a giant flashing neon sign that says "eat at joes" but it does still need to be a bit more obvious.
    • perhaps a way to help with pathing is to associate a certain color with paths and clamber positions to allow people to get around a little easier.
    • really good improvements to the Br coloring area i felt like i could find those a lot faster.
    Over all i still think its needs a bit more work but you have made huge strides in the right direction i think. This went from PHD level reading of another language to either a highschool or early college level of reading. Really well done and would love to see the next iterations of this one
     
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  18. qrrby

    qrrby Waggly piece of flesh
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    The next iteration of this map will be a completed project :)
    The next step is it to bring someone in for the last finishing details.
    I appreciate everyone who has helped get this map to where it is today, and I'm more than happy with where it will be once finished.

    Huge shout out to Max for helping this get tested so extensively, and it's all been worth it to hear you say it's becoming one of your favorites to play :D

    All this being said, the traffic for this map will be directed to its new post and this thread can be locked to increase traffic to others :)
     
  19. Lazy Animator

    Lazy Animator Legendary

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    Hey just read down this post and it looks as if you're getting ready to make a new post. I wanted to leave feedback earlier but feel like it wouldn't be relevant now since I'm sure you've made big changes since last Friday. I'll be sure to tour it in forge later and see what I can find for you. Happy Forging!
     
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