Portaleer submitted a new map: Cryonic - Ideally a 3v3-4v4 Forerunner playspace. Read more about this map...
Fantastic competitive layout in my opinion. Predictable jumps and teleporting locations; VERY stingy with cover options. THIS is how people should be laying out their maps for Spartan Abilities. Instead of dropping automatic weapons wall to wall between ridiculously dense amounts of cover, and forced Clamber spots.
Thank you very much, PolyG! Would you be able to specify a little bit more as to what kinds of cover you feel the space is lacking? Also, did you happen to find both the Red sneaky and Blue sneaky clamber-ups by both Lightrifle locations? Thanks again for the feedback.
Well I hoped to get across that I liked the amount of cover but I suppose my wording was poor... Yes, I did see the jumps. I liked most of the layout in general but I guess my real area of critique would be the floors near the bottom of the bases? They're a tad bumpy but otherwise not much to say there. Cover is actually what I liked most. Players should work for it I feel.
Sounds good. I want you to know that I greatly appreciate your (mostly ) positive feedback, and I am aware of my elevated designs on the floors that can catch your feet sometimes. I will work to perfect this hick-up. Thanks again!
Portaleer updated Cryonic with a new update entry: Corrected uneven floor areas Read the rest of this update entry...
Looks like a well executed theme looking forward to getting some playtime on this soon seeing how the design holds up! Sold me on the pics alone. Also nice to see continued update support, that is how its done. GT:YourFinalExcuse
Thanks much, SkyMan! I'm sure you will enjoy it. Let me know if something feels out of place to you. Until then, have fun.
Hey I've found afew issues I want to inform you about before I rate. -Your floors are very bumpy. -some places, like the light bridge, are hard to see. -Your tele's are almost invisible, not noticeable. You have a great map and I want to give you a fair test before reviewing. There are more issues but these are priority one, needs to be done.
Thank you very much for the honesty, Simmons. I am aware that the hardlight bridges leading to Sniper-side are a bit obscure in the daylight. I will work on a solution. Unfortunately, the special effect I used for my portals seem to open out of thin air on approach, which personally I thought was a great effect. I will keep that in mind. As for the floors, could you please describe exactly where you feel they are most problematic? I issued fix and update but clearly I need to do better! Thanks again for your feedback!
Best thing for the floors would be to just place invisible blockers slightly over the floors so that they are entirely smooth. Not too high though as you don't want the spartans "floating". Use the Z-fighter option and raise them only slightly via coordinates over the floors. Walk sideways slowly over every bump area and back and forth, it should be smooth and up and down ramps where they intersect also - those shouldn't have the spartan "hop" in any direction when just walking. Sometimes merging the blocks closer together or farther away can help remedy it. Don't use magnets for final placement. I love the aesthetic of this map though! Great job with the atmosphere. Maybe an invisible light ray under the light bridge to help "illuminate" it's presence would help those? Not into the glass, but like a flat beam light of the same color to brighten up the light bridge per say.
Yes. Throughout the process of building in those interconnected floors I was constantly tweaking those raised areas and it couldn't have been done without the Z-Fighter precision tool! I found myself doing something I called the 'Crawl Test'. If I can crouch and crawl over the floor at the slowest speed people will move, then it shouldn't be an issue that impacts competitive play on the map. People will always feel a slight raise when transitioning from place to place over these designs and it never seemed to hurt my players originally testing this map, except for the first match, which I then improved considerably. As for Invisi-blocks, im out of parts! I will see what I can do. That lighting condition you mentioned for the bridges sounds great! Thank you for all your comments support!
Community, After seven weeks of delicately crafting this map to my content, I became completely drained of Forging. I want to thank you all again for your support and positive feedback which gives me lots of drive and positive energy to continue making Cryonic the best map I can possibly make it- for all of you. I will be pushing out an update soon containing some fixes for the things you have brought to my attention, so stay on the lookout! Thank you guys. YOU ARE AWESOME!
Portaleer updated Cryonic with a new update entry: Hardlight bridge visibility has been greatly improved, and updated fix to uneven floor areas. Read the rest of this update entry...
I loved checking this map out, you really nailed the forerunner feel! Fantastic! I host a weekly customs lobby and we will be trying this out for sure! I did have one suggestion though, and given the feedback you received so far, you will need the piece count. Walking through the middle of the map over multiple glass pieces, you might want to make it one sheet somehow, or two. The frames dip enough to notice while in a custom game and that is likely the reason. Too many glass pieces in an area will cause frame issues/chugging. I look forward to playing this and your future content!
Thanks for the feedback, DarkDeath! Let me know when you guys decide to arrange on a time to play on the map.
Sup Portaleer, I've gotten the chance to jump into Cryonic with Forge mode, right off the bat the style, theme and geometry stand out with that distinct "Halo Spectacle" SCALING of this size is a breath of fresh air for a focused 4v4. I'll be honest I have yet to get a solid match in to see how it plays but I would love to provide more feedback in those regards. In the mean time. . .Thanks for Inspiring the community with Cryonic!!
1. Simple Fix??? Raising the "Portal" a bit to coincide with the Floaty Forerunner Blocks. http://xboxdvr.com/gamer/YourFinalExcuse/screenshot/4430070 2. Moving the Light Rifles to the Pillar near by. . . Easier to spot, and less conflict when approaching the HUGE line of sight. Its a bit hard to catch it on the side when running past. This change might make you have to rethink the Bolt shot Spawns. This would help with player pathing and choice. Otherwise possibly some cover where it currently resides creating more incentive to players. http://imgur.com/3M3IxwP 3. Main Entry into Center from the Binary Rifle Spawn. LOOKS GREAT but those blocks on either side could create a serious snag. Otherwise a fun experience with a unique forge style and a well executed theme, positive vibes about this one. GOOD LUCK moving forward with the feedback!
SkyMan, Thank you so much for the very clear insight as to where the relocation of the weapons should be! I thought initially the Lightrifles would do fine in front of the light strips as it cuts off the entire light, grabbing people's attention, and as you run across light bridge people are inclined to see it anyway from both directions. I have a plan for my Boltshots. As for the raised platforms alongside the center floor, that was intentional. I don't want players to be at a disadvantage walking in the front where other players way up on blue ramp and red ramp could immediately snipe from the high ground, (other Lightrifle spawns) so this provides a good cover. The Incineration balcony is a huge center of control on the map I've found during my playtests. These raised walls give people a chance for easier access, storming the front of the balcony. Concerning the portals, I intentionally have the "floaty" parts positioned as they are, just my preference in aesthetic. I could tilt the top portions inward at 12 o'clock if that would look better. I will definitely consider this feedback. Thanks again for your reinforcement!
W Wonderful I hope it helps, good to hear more about the design intentions. Again myself playtesting would help better understand your choices. I will post more as I find things!