Coincidentally, Sn1p3r C just posted a similar thread about Orion. But, I've been thinking about this map for days. Why do I love it sometimes, and then hate it my next match? Theres something appealing about it, but theres also something not so appealing. What is your general opinion of the map? Again, like Sn1p3's thread, it can be as specific or vague as you want.
I like that it was made with H5's forge mode and that H5's forge mode comes with a handy delete all button.
Okay guys, I get that it's not a great map. I just see potential in it. Can someone tell me exactly why (game design wise) they don't like it?
I personally don't see how the map is "fair game" after initials because any competent team will just hold red. Red is not only easily defendable, but it is by far the best position for securing rockets, snipe, and the shotgun.
The reason I ask btw, is I am trying to fix it. I'm building from the ground up. I'm changing the layout, spawns and weapons but keeping core concepts and aesthetics.
In my experience red ALWAYS gets rockets. You only have to cover 2 doors, and if you have a teammate with the lightrifle behind you, it's a bloodbath when they contest. Not only that, but one well placed rocket can take out the enemy evershield afterwards. I do agree that we should have variety, but I don't think it is balanced. It's wayyy too easy, in my opinion, to hold red. Not only that, but the spawning in certain areas is atrocious. --- Double Post Merged, Mar 11, 2016 --- If I were you I would just design a new map. You will learn a lot more from that.
Haha. Well, there's just a few concepts from Pegasus, along with similar aesthetics. I mean if I put a different theme and feel on it, it would feel like a new map. Which honestly, I'm kind of thinking of doing because it plays a lot differently then Pegasus. I was thinking maybe a jail theme, haven't really seen that in H5 yet. I'll post a WIP thread for it in a bit.
i'm trying to be open minded but I have to agree with Xandrith. Taking red away from the enemy is either a hail mary sprint up something like 86 flights of stairs- where a good team will send someone around and sandwich your ass, or putting your back to basically the entire map and slooooowly clambering right up at the feet of whichever giggling bunch of jackasses is waiting to rip your face off. if there was a way to get to red that didn't mean you'd be absolute when you got there the map would be passable. i just think there are tons of positions on that map that are really strong and really hard to fight up to. its ok as an FFA map, better at least.
I think that even just moving the weapon and power up spawns would improve the map drastically. I think that rockets are the worst offender.
Hey dudes, I posted my WIP thread for my reimagining of Pegasus. Check it out! http://www.forgehub.com/threads/hercules-preview-wip.151156/
Honestly, the aesthetics are awful, the map is heavily weighted in reds favor with weapons and defensible positions, and I just hate the whole thing. I turn my xbox off whenever I get put in a match on Pegasus. I dislike nearly everything about it. Sure, having positions that are hotspots for engagements is good, even having places that are necessary to control is good too. But giving one team access to most of the weapons or at least easier access to them, which are also close to the point of control is NOT a good thing. Ideally a power weapon should be placed opposite the position on the map that it can be used optimally in order to encourage flow around the map rather than a bumrush to rockets and then to the corner at red. The same problem actually exists on Fathom and would be heavily alleviated by swapping the railgun and camo spawns. In the case of Pegasus, I don't think much other than a full redesign could fix the problems it has, but I could be wrong on that, or just blinded by my hatred of the map.