PharmaGangsta1 submitted a new map: Aegae - Acrobatic 2v2 map with a Greek theme Read more about this map... --- Double Post Merged, Feb 29, 2016 --- I apologize for the inconvenience regarding the description (or lack thereof), I have barely had time to forge/post this map. I will publish a detailed post tomorrow afternoon. --- Double Post Merged, Feb 29, 2016 --- I apologize for the inconvenience regarding the description (or lack thereof), I have barely had the time to forge/post this map. I will publish a detailed overview tomorrow afternoon.
i played 2v2's on this rig with max and co friday night. My thoughts overall- super fun, very fast map. Def promotes and rewards aggressive play. Critiques- 1. The map is so fast and battles so frequent that I never really had a chance to look around- thats not a critique- what ended up happening is that I was never really very aware of what was happening above me. I don't expect to intimately know a map after the first game, but I do expect to have at least a rudimentary awareness of whats around me. So while I also can appreciate narrower pathways, there did seem to be a feeling of things being a little congested. I think if you were able to widen a couple walkways, or maybe even just remove some of the details like unnecessary pillars or rails that might help. I really enjoyed the fights I had on this map but while I was always aware that there was a level above me I never felt like I had the chance to look up and learn it. So yes this map will definitely reward players who log time on it, and thats as it should be, but I think it might unfairly punish players who are just landing on it for the first time. 2. Rockets. There is so much detail and geometry packed into this small space that its almost impossible not to make kills with every rocket. It's the splash damage. I felt like it was impossible to face someone down who had rockets or even get out of the way. And just so you don't think I'm being salty after getting owned I'm actually speaking from my own experience as the person with the rockets. I absolutely got at least 2 kills that in all fairness should not have been kills. My shot was desperate and wild and I still collected kills just because there were so many pillars in the shot, and it wasn't intentional splash damage on my part. My suggestion would be fuel rod. I think fuel rod smaller splash and greater lead time on shots would feel way more balanced and competitive on your map. So overall- really fun, fast, exciting map. A little more room to breath in a few places and a more balanced power weapon and I think you've got an awesome map that I will def have in my bookmarks.
That is one hell of a feedback post if I've ever seen one. Excellent critiques, I thank you for putting the time in to talk about my map. 1. I can't disagree for the most part; there is a lot of stuff going on and I'll admit, I made a risk in doing that. It's a design method that I don't see a whole lot of forgers use (different pathways that are close yet separated). The fast-paced nature of the level is probably the root cause of that as players are moving around so often and so quickly that they don't necessarily have a good amount of time to assess the space around them (In a way, this kinda promotes slower and faster paced gameplay; slow to learn, fast to grab weapons and flank opponents). As for the vertical experience, there's not a whole lot I can do about that at the moment, from what I can tell at least, and we might have to deal with it as it is unfortunately :/. On the bright side, it can lead to different encounters over time. 2. I went back and watched the stream and heard about that; the rockets was a good idea at the time but did not work in practice. The fuel rods still gives that "shoot through the pillars and stuff" feel but eliminates the splash damage that was so OP. In fact, I just switched it in forge Thanks bro!
Hey man no problem I'm happy to leave feedback. I've had trouble getting a lot of strong feedback and so I try to give people real honest in depth feedback in the hopes they will pay it forward. I'm glad you tried fuel rod out I really want to play it again with that weapon. The vertical stuff I think was more of an observation. I just hadn't had that kind of experience before where I sort of assumed at all times that someone would drop on me from above but I never had the chance to really get familiar with the upper levels except in mid. I do think of the map was a little more spaced out you would have a better sense of what was in your periphery. That said I'm not sure you can change it now so it might just be a lesson for next time. The good news is that the map is really fun- it plays like halo just a bit unorthodox- and clearly, based on what max was doing, once you get to kno the map you can really get nasty with it and that's cool for sure.
PharmaGangsta1 updated Aegae with a new update entry: Version 1.2 Read the rest of this update entry...
Bad News. In order to cut back on the Fuel Rod's spare clip count, I had to place it down like normal, no pad. Therefore, no more CE launching You can sorta do it with the hammer and damage boost but it's wayyy harder. fun
I jumped on your map last night with three of the UCC guys just cuz we were on and there was four of us. We got sweaty- kind of doesn't count since those guys run circles around me (and I don't have any gameplay to show you either) but I do have some feedback for you if you want to make some tweaks before Monday's official test. 2 things we all noticed and commented on: 1- when you're looking top mid, especially from around the damage boost side of the map- really bad frame rate drop. From my own experience I know that even little pieces of glass and Windows can kill ur frames. It's really distracting when you are fighting someone in top mid from that side. I know you have worked hard to create your aesthetic but if you put some time into simplifying the top middle tower I think it would go a really long way towards gameplay. 2- there are a number of little places on the map where you can fall and die that are super frustrating. I'm all for the boundaries of the map being death-falls and I'm all for a well labeled death pit or two but there were a couple areas where you would miss a jump and die and the only way to know that was to miss the jump. Considering how narrow the paths are already I would put some floors in there. If I am in a battle and I push in to clean up and I fall down to some lower level where I cannot finish my kill or help my teammate until I can find my way back up THAT is punishment enough- I think. The map encourages a lot of level changes and jumps and crazy **** so I just think you should let people jump around on the interior of the map without the fear of dying. 3- I would have to show you were but there is a kill volume that overlaps a ramp just a little. My dude ripped my face and then crouched in a ramp to get shields and just died! I got a trade out of it haha. Ok positives: Fighting in and out of and around teleporter is ****ing beautiful. There are some great areas right off spawn where you can lay shots on all the upper levels without over exposing yourself- but it's tough to finish kills on your own and that dynamic makes it lovely for 2v2. The gameplay is great imo just need to keep fine tuning. I thought fuel rod was brilliant esp compared to rocks. Was devastating with damage boost and that will lead to some sick meta of losing the battle for fuel rod and then needing to rally so they don't also get damage boost. Over all I think it's still a tad busy. I think there is a fair amount of detail that is not necessary to sell your aesthetic. Everyone was really impressed with how the map looked so you have no worries there. It might be time to be a little less precious with your baby and just give it a buzz cut.
Thank you for the feedback! 1) I know about that, I need to find the time to fix it. 2) I'll have to see exactly where this happens, definitely a fix I'll be considering. 3) WTF WHERE THAT'S TERRIBLE About the aesthetic busyness, I'll probably be striping some of those blocks to fix up some pathway issues. Glad to hear it got a little sweaty, I was concerned the crazy design of the map would render it filthy casual.
If you're on tonight I'll show you that weird little death spot. Otherwise I'll just make you a little clip. And yea man it got sweaty. Its definitely a map that a player on my level will appreciate a lot - I mean I was only negative 2 in this game and when we ran Legion I was like negative 15 haha ha ha but I wouldn't call it casual. If you want to make it more sweaty I'd just remove some of the pillars and things that break up your shot when you're fighting between catwalks and platforms. But its a really playful map man its really fun to run around on.
Not giving me the option to respond to the rating but I'm probably overlooking it. Either way this is my response to Pineapple's review. 1) The scattershot (I switched it back to a hammer btw) is on a weapon pad in order to bring attention to the area. If I didn't have the pad there, no one would know there was even a path down there. The reason the fuel rod is not on a weapon pad, although I wish it were, is so that I could adjust the spare clip count. Otherwise it would be mega OP. 2) I'll have to check out the area that you are describing. Do you remember where it was? Also, I'm tweaking some details in forge right now so I might've unintentionally fixed it. Overall, thank you for your review and I'm glad you enjoyed playing the map! Glad you tried out oddball too, how did that play? Haven't been able to get a good lobby together for that.
PharmaGangsta1 updated Proteus with a new update entry: Name Change (Version 1.4) Read the rest of this update entry...