Into the forge: 4v4 testing with Xdemption

Discussion in 'Halo and Forge Discussion' started by xdemption, Apr 11, 2016.

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  1. hop man

    hop man Ancient
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    I am new, but i don't think his response was right. He can do everything he wants, i was speaking my honest opinion which i have rights for.
     
  2. SaltyKoala

    SaltyKoala Ancient
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    Not sure if this is the place to submit bit please add

    Optic T10

    Gt: Halo 5 is Grief

    Slayer and Strongholds
     
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  3. BlackDeath10

    BlackDeath10 Ancient
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    This
     
  4. WaiHo

    WaiHo Talented
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    Alright, I'll do this. Just so that Schnitz will spare your life.

    Schnitz has been around for a very long time and has build many many maps and thus has received lots and lots of feedback on his maps. He knows how to take feedback and how to apply it his maps.

    He was just saying that he would advise to not play his map in a 'test lobby' for feedback as the name says, it is a lobby meant for testing to leave feedback, his map 'Twice Forsaken' has been tested/adjusted/and finalised. There is no interest for him to further test the map as it is done. It is ready for regular play, he just wanted to know if people still enjoyed the map as it has been finalised a long time ago. He would rather see people test out maps that actually need testing and need the feedback, all positive stuff and thoughts by Schnitz.

    I don't think his second paragraph was directly refered to his own map, more so to his experiences with these test lobbies. Forgers are creative people and creative people have a vision of how something should be. I can only imagine that during these tests forgers can go into long debates after or during a playtest on what is wrong with a map. Simply because that is how they envision map design. It is rather better and more helpful for the forger to post this feedback on the forums so that the creator of the map can easily digest the feedback and apply it if he deems it right.

    You simply read way too much into Schnitz' post and made some drastic conclusions by a post someone made that you do not know. You'll learn with time that that post was nothing like you interpreted it.

    Welcome though!
     
  5. SecretSchnitzel

    SecretSchnitzel Donald Trump
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    And this right here is why I prefer not interacting with the average forger; ignorant opinions galore. Let me lay things out for you kid, as you're obviously new here.

    Both of these maps went through pretty extensive testing with veteran forgers and Top 32 Team ranked Amateur players back in December and January. Both maps were deemed completed and in excellent states upon conclusion of this testing period, exemplified by Twice Forsaken's ForgeHub feature. The maps aren't being put forward for testing, they're finished. Done. Complete. I have zero interest in the ignorant opinions of subpar forgers. Period.

    Now as for my bit about the spawn complaints... I was in the party listening to it all live and spectating the game. When the kid started crying about being "spawn killed", I jumped back to the start of the match and spectated from his perspective. Not only was the kid not killed immediately off spawn once, there wasn't a single occasion of him being shot within a 5-second window of him spawning. Now if you want to discuss if a "hot spawn" is acceptable or not, that's a matter of opinion, but on the subject of being "spawn killed" there was no spawn killing going on during that match for that kid. It was a bullshit claim, and quite frankly, such claims piss me off beyond belief, regardless of what map its made on. I honestly have zero care in the word about Luxor Station. That was a week one map made to learn this new iteration of forge. It's nothin special.

    That being said, I'm done. Thought I should give this community another shot, took less than 24 hours for an idiot to run his mouth and turn me off from this place. Good job kid, you're a ****ing idiot.
     
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  6. xdemption

    xdemption ATN
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    Will be running the Lobby in about an hour and a half, will be streaming this on my channel which you can find here.

    https://www.twitch.tv/redemption1272

    Be sure to join us and leave a like and comments about the stream! See you there!
     
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  7. hop man

    hop man Ancient
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    Okay then i apologize to @SecretSchnitzel I am used to reddit's full of complainers about the stupidest **** and that is what it seemed to be so i interpreted it like i explained it.
     
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  8. BlackDeath10

    BlackDeath10 Ancient
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    I will join and test all night long : D

    I know you had travelling to do today, I am glad everything worked out and you made it back in time
     
  9. hop man

    hop man Ancient
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    As i said, i apologize. But because of your reply i will say you do have some anger issues "kid" I'm probably older than you "you're a ****ing idiot" is why i left forge hub in the first place. This is why i replied in the first place because you flip out. But, oh well, waste of my time trying to do this.
     
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  10. xdemption

    xdemption ATN
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    I ask you keep this sort of conversation to pm's as I wish not to derail the reason for the lobby. I understand your feelings and I had no idea it was tested by such people. If that is the case then there is nothing further I need to do with the map and push the maps forward. My belief is that it must be pushed through the process before moving up the chain to the UCC lobby which I have now planned to work with. If you do not want Luxor station to be pushed forward you only need to say so. I will respect your wishes as it is your map design.

    Anything else you need to address about the lobby confront me directly, I will be sure to respond in diligent time.

    Xdemption
     
  11. SecretSchnitzel

    SecretSchnitzel Donald Trump
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    It's alright man. You're new here so I suppose I can forgive you. :schnitzel:

    In fairness, as I've been laying low for so long, a lot of you new guys don't know about me. With me nothing is ever personal, and I don't get bothered by people not liking my maps or what have you, but I do fly off the handle over people making ignorant statements or claims.
     
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  12. Goat

    Goat Rock Paper Scissors Scrap
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    snitz is actually pretty old though ;)

    @Demption lemme know what you think of the new version when you get a chance.
     
  13. xdemption

    xdemption ATN
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    Sure thing, Again I will be starting the lobby in roughly 1 hour and I hope to see people there! Stay forging friends!
     
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  14. Goat

    Goat Rock Paper Scissors Scrap
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    i'll play
     
  15. AceOfSpades

    AceOfSpades Talented
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    Can I get in on the Thursday session this week? I have a 4v4 map of my own, so if we could play it that'd be great, but I'm honestly just itching to get some competitive customs because Arena is starting to lose its appeal.
     
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  16. xdemption

    xdemption ATN
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    Ill be down to look at it with you ace and help it get forwarded to ucc. It will have to go through dukes and iparanormal and max extra's lobbies as well as mine to get it through to UCC. We will be doing a ton of fine tuning as well before it gets seen by the UCC lobby as I want to help these maps get as refined as possible before passing them off to these talented players.
     
  17. Goat

    Goat Rock Paper Scissors Scrap
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    Cross post of the changes I made to Ashlands after a few tests:

    Pathing - I made the ramp from bottom base to Binary a soft route instead of a hard route. I've been trying to disconnect the routes of this whole bottom area for a while to improve the flow, so we'll see how this goes.
    Spawn Balance - Added some additional spawns around the map
    Lines of Sight and Visual Weight - Added some additional rocks to the top of the spirals
    Player Orientation - Added a few extra landmarks
    Smoothness - Fixed the high jump in the bases
    Map Boundaries - Added some invisible blockers in a few areas

    I think that's all I got from feedback. I'm still worried that the map is only operating at partial capacity though. Like, there is some game breaking flaw on it and I'm missing it, and it's not occurring in any of the recent playtests.

    Also, after seeing all the cool asyms tonight I wish this was an asym. The slayer game was nice because of the dynamic spawns, but so far I don't care for flag at all. The map was not designed as a flag map, so CTF being its premier gametype is a turnoff to me. I'd rather push the theme on a well designed asym.
     
    #37 Goat, Apr 13, 2016
    Last edited: Apr 13, 2016
  18. Goat

    Goat Rock Paper Scissors Scrap
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    Feedback for the other played maps:

    Brutalist

    Plays 4v4 better than 2v2. The oddball game was surprisingly enjoyable. The main issue for me at this point is the abundance of cross map encounters and how often you get trapped in the doorways at blue room.
    • Spawns could use work
    • Some geometric inconsistencies on the ledges

    Sentinel
    The atmosphere on this map is gorgeous of course, but I didn't enjoy my games on it. There was a bit too much cross mapping and the building felt cramped. The one with the 3 levels and gravity lift in particular seemed claustrophobic, especally in strongholds, because the back wall with the ramp makes players really close to the doorways. I also didn't feel the need to go into the middle of the map to find the beam rifle.
    • I'd make the teleporters more obvious.
    • Possibly relocate the Tower stronghold.
    • Possibly make some of the doors wider.
    • For weapons, I'd put an overshield in the middle and the sniper somewhere on the side. Snipers are better on the corner or side of a map so that you don't have someone to your back when you pick it up.

    High Life
    This map has some pretty solid gameplay. I'm not a fan of the rocket spawn, and I never go to that side of the map. The stronghold there rarely saw traffic - at least from me - until you needed a quick cap. There's also a few awkward 90° around the center of the map, but it otherwise is a solid playing layout with good sight lines.

    • Angle a few of the turns
    • Relocate and contextualize pick ups
    • Simplify the structures on the bottom of the map

    Seclusion
    This map plays 4s a lot better than 2s. I'm somewhat jealous because this is how I imagine one of my Reach maps would play if I were to remake it for this game. One thing I didn't like about the map were the edges, as they felt too narrow and were very easy to get trapped in. I never went there except to chase a player who was weak. I also felt like moving the Ghost around the map was very restrictive. The circular pathing isn't very intuitive and it's really easy to get team shot when you're on it. The map lacks the playspace necessary for the Ghost, so to me it just feels like a novelty carried over from Isolation.
    • Possibly widen the exterior around camo
    • Adjust vehicle routes or remove Ghost

    Permafrost
    I was not fond of the gameplay on this map. It has some interesting sight lines, but I don't like how awkwardly the geometry such as ramps and bridges overlap one another and how often the ramps require me to turn 180° to move to the top level. I only ever want to be in the largest building of the map because it has the most playspace. I didn't see any traffic to overshield and I didn't like spawning in the exposed "BR" tower. It has powerful sightlines, but there's almost no room to dodge nades.
    • Simplify the pathing
    • Adjust the overlap so that there is more interaction and visibility with the levels
    • Tweak scaling of paths to make more sense
     
    #38 Goat, Apr 13, 2016
    Last edited: Apr 13, 2016
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  19. BlackDeath10

    BlackDeath10 Ancient
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    Interesting, I read all of your feedback, and I have one question. Do you not like cross mapping? becasuse I love cross map shooting.

    Also I will take all of your feedback into consideration. Also areas of the map are designed to be naded easily(like the br tower), it prevents camping and I hate how easy it is to dodge grenades in this game.
     
  20. Duke of Mearl

    Forge Critic

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    There are two types of cross mapping. One is when you are in a high or vulnerable position. This comes as part of the risk in taking a potentially powerful position.

    The other is when you are in a close combat situation and you are getting shot from all the way on the other side of the map. This is generally not fun and leads to games being less competitive as one team usually runs away with it.

    In an area you have to ask "should I be able to be shot from all the way across the map if I am fighting here"
     
    #40 Duke of Mearl, Apr 13, 2016
    Last edited by a moderator: Apr 13, 2016
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