Permafrost (Feedback Thread)

Discussion in 'Halo and Forge Discussion' started by BlackDeath10, Apr 20, 2016.

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  1. BlackDeath10

    BlackDeath10 Ancient
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    GT: Darkling Ninjas
    File: Permafrost v1
    Playercount: 4 vs 4
    Gametypes: Slayer, strongholds, ball


    Link: http://www.forgehub.com/maps/permafrost.2320/

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    Map Authors and Contributors



    Lead Design: Darkling Ninja
    Co-designers: Limey, Redemption. Sethiroth

    Design input: Fritzer, HezbollaHector, The Fated Fire, Warholic, Nitroo, Psycho Duck, A3leggedgoat, Atlas, Agentpapercraft


    Co-forgers: Eww Your Skinny, Darkling Ninja, Redemption





    Map Information and History


    Permafrost’s Long History:


    Originally called Mutant, Permafrost was one of those everyone was excited for it, but it never was completely finished or released. Many people are aware of the design and it has become one of those famous maps that was never made.


    The original Permafrost was designed over 7 years ago for the first Halo 3 MLG forge forum map pack. It was inspired by guardian, lockout. I, Sethiroth and Fritzer have all put some of our design skills into making this a good map. Here is a picture of the original sketch up

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    Many people were excited and looked forward to its release. In the end it turned out to be impossible to forge on Halo 3 with the piece limitations. The fact is that Permafrost was just to far ahead of its time for Halo 3. Permafrost was put on the back burner for the first time, as we all waited for the next Halo game to be released hoping that the next forge system would be able to handle the map.


    Enter the brokenness of Halo: Reach. Permafrost was redesigned soon after the games release by me and Sethiroth. Even though we had little issues redesigning some areas, we were not able to find any solutions for the frame rate issues. In the end frame rate killed Permafrost. The forge pieces required to create Permafrost in Halo: Reach consisted of primarily frame rate heavy objects. Combine that with the long lines of sight, there was no way to make Permafrost on Halo: Reach without frame rate. Halo: reach could not handle the design either. Me and Sethiroth gave up on Permafrost and focused on our own work. Upset with the frame issues of Halo: Reach forge, frustrated with the broken and terrible game play, and busy with college I stop playing Halo and disappeared from the face of XBL and Halo for the next 2 years, leaving Permafrost and forge behind.


    Then I got my hands on Halo 4, a vast improvement over Halo: reach. Halo was once again fun for me to play. I picked back up forge, and got involved with the community once again. I practiced making maps to get use to the system while re-designing Permafrost for Halo 4. At first Halo 4 had no problem handling Permafrost, sadly enough Halo forge design had advanced so far that Permafrost was no longer light years ahead of its time. The map was first forged on Ravine, and the design was able to be tweaked. After some stress testing the map was revealed to have framerate on the longer lines of sight. So it was re-forged on the new forge islands.

    The forge island version had no noticeable framerate in testing and everything was going great. The map was featured by multiple channels, and even here on forgehub (http://www.forgehub.com/threads/mutant.145325/). The map received a lot of notoriety and positive feedback. The cartographers at the time planned it to be in multiple play list. The competitive community also loved the map The European gaming league as well as ESL where considering the map for the tournament rotations. Then the worst happened……..


    343 industries put the map under there framerate stress test and found the map to have frame rate problems. I ask the cartographers at the time what I could do about it and they said nothing. The cartographers ask 343 the same thing I ask them, and 343 told them that the map has to many long sight lines that view to many objects. These long sight lines make it impossible to make in the current forge system without frame rate. Due to this Permafrost was not able to be in match making, let alone a tournament because of the frame rate. Once again frustrated by both forge and the gameplay I left halo for 2 years and built a pc and stayed a pc gamer for 2 years.



    Enter Halo 5, after forge was released my friend who had H5 invited me over to play. I enjoyed myself, and saw what people where making so I decided to get my hands on it. I made a couple maps, getting use to the new forge system and re-hashing my knowledge of map design. I decided once again forged Permafrost.


    At this point it is just about doing the map justice. I want to make a good playing version of the map without frame rate. After all the time I have put into this design I just want one that plays well without frame rate. After much testing and tweaking I think I finally have a version of the map I am happy with.



    Map Description:


    Permafrost is a 4 tower, asymmetrical competitive map, which specializes in slayer, strongholds and oddball. Since its conception, Permafrost has been geared towards competitive game play.


    This is a fast pace asymmetrical competitive map. Rapid fighting and non-stop action is what Permafrost has to offer. The map promotes movement and team work, and demotes camping. The geometry of the map does not rely on lazy cover and/or generic geometry to provide cover for players. Providing oneself with cover will depend on taking advantage of the angles and using team support.


    Unlike most 4 tower asymmetrical maps, stalemates and polarized spawns are not an issue. Like all maps stale mates happen from time to time, but they do not last very long. The longest stalemate has been 45 seconds in my testing. The lockout problem does not exist on this map, a team will not find themselves making a hard push to a power point just to spawn in the same place over and over. (Like lift room on lockout) The spawns are dynamic, yet sensible and controllable.


    The levels on the map are balanced out well and no part of the map is underplayed. The high ground remains the coveted locations to control just like any other map, but the other levels are not without vital importance. Middle ground provides more cover, with critical shooting angels, and versatility, making middle ground a vital location to utilize properly. Low ground provides the most cover with access to flanking positions, as well as an Overshield spawn making it important to keep an eye on.


    I have to say the interactions between the towers works great as well. Almost everyone who has played the map has said they enjoyed how the towers interacted with one and other.


    Weapons
    x1 Overshield
    x1 PlasmaCaster
    x1 Shotgun (No extra clip, Slayer Only)
    x1 Hydra (1 clip, Ball and Strongholds Only)


    x2 DMR
    x2 BR
    x1 Plasma Pistol
    x1 SMG (1 clip only)
    x2 Supressor (1 clip only)

    x5 frag
    x3 plasma
    x3 splinter
     
    #1 BlackDeath10, Apr 20, 2016
    Last edited by a moderator: Apr 20, 2016
  2. VwS Executioner

    VwS Executioner Sweaty Online Warrior
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    It feels like stigma it gives me the "squallish" feel for the layout design and aesthetics
     
  3. BlackDeath10

    BlackDeath10 Ancient
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    troll
     
  4. Xandrith

    Xandrith Promethean
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    Isn't this what the map thread is for?
     
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  5. BlackDeath10

    BlackDeath10 Ancient
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    Yeah map thread was made after this thread, so I changed it from a work in progress to feedback. thank you for paying such close attention to my maps Xandrith good to know I have a fan.

    Mods are welcome to lock this thread no longer needed
     
  6. Xandrith

    Xandrith Promethean
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    My post had nothing to do with your map.
     
  7. BlackDeath10

    BlackDeath10 Ancient
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    Please keep non-map related comments out the thread and stay on topic, if you wish to discuss unrelated topics do so else where thank you.

    Also thank you for all the support Xandrith
     
  8. BlackDeath10

    BlackDeath10 Ancient
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  9. Xandrith

    Xandrith Promethean
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    I don't like your map. The Swiss cheese ideology of getting anywhere from everywhere just makes halo 5 play even worse.

    Is this on topic?
     
  10. Goat

    Goat Rock Paper Scissors Scrap
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    My feedback reflects the review @SecretSchnitzel left on the map. I appreciate the storied history of the map, but without knowing how willing you are to improve the nature of the design, I haven't spoken about much aside from the forgework.

    Ignoring nostalgia and looking at the map as is in Halo 5, I'm finding some of the textures a bit noisey and the geometry inconsistent in some areas. The angled ramps on the bottoms and the skinny bridges on the tops in particular look and feel awkward, which is a stark contrast from bulkiness of the otherwise well build structures. I've mentioned the overlapping bridges and platforms lack support and feel thin because of how clumped together they are in some areas, which is why I find the whole design weird. I know it was intentionally designed to be mutated Lockout, so I wouldn't know where to begin making suggestions from there.

    The main thing I would take away from the feedback though is to focus on making player movement more predictable and controlled. For this kind of map I think players have been given too much freedom of mobility. If you prefer the micro style of gameplay, then it's perfectly fine if you design for it, but I would be aware of it nonetheless, especially if you intend for this map to be played in tournaments. It would fare better with more focus on predictable and controlled, or macro gameplay, especially for a bridgework style design.
     
    #10 Goat, Apr 20, 2016
    Last edited: Apr 21, 2016
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  11. WaiHo

    WaiHo Talented
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    I read the whole history part with such an 'elitist' vibe. Damnnn

    All I read was 'everybody LOVED it in halo 3, everybody was so hyped, eveybody was hyped for it in halo reach, everybody loved it in halo 4, everybody was so hyped for it'..

    Although I've always found this to be a pretty average map. Designwise and aesthetic wise.
     
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  12. BlackDeath10

    BlackDeath10 Ancient
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    You know people have said I sound like an elitist, but I have never tried to bash another forger or knock someone down a peg.

    I will say this, I am a great map designer, permafrost is a great map, I have done more for the forge community than most. just because my contributions where years ago and most of you don't know about, doesn't mean it didn't happen. Yes, I also know I have not done the most for the forge community. I also don't think I am the best map designer, but I am not going to sell myself short and give myself any less credit than I deserve. If that makes me an elitist than fine, I'm an elitist.

    But I'm not going to let some forum kids tell me something that's I know is not true and believe it. The fact is most players enjoy permafrost. just because some of the designers here don't like it doesn't mean it's bad. The players like it and at the end of the day the maps are for the entire halo community not just you guys. The fact is the majority of the community enjoys the play style of permafrost. The test I have done with all the different groups of players in the community prove that.
     
    #12 BlackDeath10, Apr 21, 2016
    Last edited by a moderator: Apr 21, 2016
  13. Xandrith

    Xandrith Promethean
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    [​IMG]
     
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  14. BlackDeath10

    BlackDeath10 Ancient
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    After this I am never responding to anything you ever say again on xbl or the forums. your a baby, grow up dude. I'm a man I don't have time for kids like you or schnitzel. Grow up kid, I don't have time for your teenage drama.
     
  15. Goat

    Goat Rock Paper Scissors Scrap
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    Come on man, dial it down. Look, I'm going to level with you. I don't know you well so I will not make assumptions, but my first impression of this map was that it was built by an inexperienced Forger. The design and Forgework are both outdated and it should come as no surprise that people are blowing it off when you have been promoting it so much. You may be experienced, but I reserve my respect for designers who understand humility. It's what separates the good ones from the great ones.

    You have every right to be defensive of your creation and experience; however, some of us will not appreciate being lumped into this "forum kid" category. Part of what keeps the community growing is challenging our peers to improve their craft. I would never be where I am today if people didn't give me some real talk, but it's always and should always be directed at the craft and not the crafter.

    Nobody here is trying to knock you on a personal level except to point out how unresponsive to actual feedback you are being. I don't have a horse in this race so I'm not interested in any long standing drama. All I will add as a spectator is that I would expect to see a well known map from a seasoned Forger speak for itself. I think this map does the opposite for you.

    Real talk though? The majority of the Halo community doesn't have any understanding of level design, as evident by the fact that virtually all of the Breakout maps were voted into the playlist with identical percentages. If making a fun map for the majority was the goal, then perhaps you have succeeded; It seems like you want the map to go beyond that however, and I think it'd be disingenuous of you to deny it of its potential out of pride.
     
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  16. WaiHo

    WaiHo Talented
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    Not sure how the saying goes, but it goed something like this I believe..

    A good forger tells others that he is a great forger.
    A great forger however says nothing and others will say how great of a forger he is.

    You are average nowadays, accept it and improve your forge skills.
     
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  17. RoastingLamb

    RoastingLamb Legendary

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    Thoughts:
    • I feel like the structures are way too close together. Its very claustrophobic. I have no breathing space I guess. It could be scaled up a bit. This version right now seems more fit for 2 v 2 rather 4 v 4.
    • Having some of the towers (and other structures) rotated at a angle and overlapping kinda confused me as I ran around the map. I found navigating difficult because there no clear paths. Lots of twists and turns which I found taxing.
    • I like the look of the map. Structures are clean and the white and black really suits the buildings.
    • In terms of gameplay...
      • I don't see myself moving around the map much. I am happy staying in one tower.
      • Weapons seem fine.
    • I like red tower and orange tower. I think you could revise the rest of the structures.
    I do like Lockout/Guardian style maps. I hope you can make this map even better.
     
    #17 RoastingLamb, Apr 21, 2016
    Last edited: Apr 21, 2016
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  18. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    I'm locking this thread since it's been posted in the Maps database. Please post all feedback in the map thread, which is linked in the first post.
     
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