Looking really good buddy! Hopefully the preview doesn't get over shadowed by some of the nonsense that going on in here. I had a good time testing this map. Did you make any changes to the DMR side?
@Buddy Jumps looks insanely cleanly forged, nice! Not that anyone will likely be able to tell everything that is going on here, but I'm making a 2v2 inspired by sequence's jump patterns. I mapped out the planned jump sequences on the design (in red); thought it was cool enough to share. Blue is death pit, so a lot of the jumps are intentionally pretty risky
Maaan, I'm sorry. I've been working on this for over a month now, though. Thanks, man. Actually, I scrapped that side, since it wasn't exciting at all and pretty stellar. I'm planning on making an extra path down to the flag over there and several other things. Would be great to test it again after finishing the layout. Thank you! Speaking of your post, I always like when there are jumps included in maps that are not obvious in the first couple matches. Like for example a little ledge in a rock wall, which you didn't notice, since you thought it's just a flat wall. Something like that increases the immersion and replay ability. I don't know why, however people always seem to forget that spring jumps have been possible since Reach. Why not include at least one spring jump into your designs, guys? If you can't spring jump, let me hop around on the map to find possible spots or teach you the technique.
Nah, Goat doesn't finish maps so it's fine. Can I ask why you have the whole map welded together? Seems like unnecessary lag in forge.
Loved the idea of that in Reach, but I suspect that clamber and stablize make that somewhat redundant now. do you know if it gives a significant enough boost to make a jump only make-able by spring jumping?
There are several pieces welded together. I probably have 20 different groups welded. I suck at forging terrain so the pieces are welded together so I can keep reusing them. I never knew it would cause lag, honestly I haven't been experiencing much of it if any at all.
Yes, of course. You can also mix a spring jump with stabilize crouching and clamber to get even higher than people, who do that kind of stuff, hehe.
Maybe it was just the video then. I know having several groups causes horrid lag in forge so I assumed welding did the same thing.
Thank god that is you subjective opinion because that map was terrible for everything and this is coming from who has never lost on that map. Extraction had people spawning right in front of you all the time the redundant routes just made it easier for the team in control to get back up top and not be punished for dropping. To be perfectly honest almost everyone had no ****ing clue about 2v2 in Halo 4. Based on the fact that both akasha and titan were both popular. Both maps had extreme balance issues. You literally could control the map and weapons from one spot on both. Who am I to say though? I mean I have not spent the last 6 years designing exclusively for 2v2 and 1v1.
Did an extremely in-depth analysis and review of @Buddy Jumps map based on the picture. Better luck next time man. Let me know if anyone else needs me to give their map the good 'ol multi review