*This map is for the "Meet Your Maker" BTB Mags/AR starts competition* So after being in 15+ test lobbies, having loads of feedback, and looking at some frame issues going on with the map... The map feels like a big success, however the large room inside the main structure continues to not sit well in the back of my mind due to feedback and route design. I have watched nearly every playtest video in theater and quite a few where I just watch this room or have the videos playing through while I do other things in my apartment. Here are my Pros and Cons to my struggle of deciding a different direction inside the main structure. Pros: Big Forerunner feel Fun interior vehicle play on a map that hosts mostly exterior play Interesting map hazard Interesting teleport system that feels like the Destiny Blink Jump Getaway system Cons: Separates the map too much, maybe makes the map feel too big. Too long of a route to get into fast action gameplay (8-10 seconds of travel). Too secure of a route for CTF infantry. Acid pool does not hold the Forerunner theme (Originally was a chasm, but lack of depth made it feel too forged or fake). Potentially causing the map to frame (lightly) from the exterior of the map (too many objects in a single view, especially if viewing the entire structure with the banshee above the water). I sincerely would appreciate any feedback and/or ideas. I really enjoy the area and I do know it needs to look better in comparison to the rest of the map. I just really like the room, but I understand that it is hurting the gameplay and performance overall and likely needs to be smaller or cut. The tunnel would stay, the teleports (of some sort) would stay to provide some infantry pathing. I have an idea, but I am looking for some solid feedback. My idea would be to just continue the tunnel and have the teleports in the tunnel as well, but to have a small room closed off hosting something from the background of the map. This area in a small way that you could see, but not enter. I welcome any and all feedback, In short, I am looking for a way to get through that area faster, make it smaller, and have something authentic in there (or just a flowing tunnel with teleports and still keep the entry to the grav hammer room). Thanks everyone for the ongoing feedback and support of Ancestor.
Hey there! First off, I really like the map. The attention to detail is pretty great and you nailed the design and structure of the building. I do agree that the Interior seems almost foreign compared to the rest of the map. The teleporters seems plain random and the acid pool is super theme breaking. As far as suggestions go I've got a few ideas. First, reduce the base level to something that is similar in shape and design to the iconic Control Room Hallway. Reference link below: Next, use the upper level to create a separate floor from the new Hallway. You can have this floor just be two smaller Hallways that are linked via teleporter. Since the Upper Floor is connected by the Hammer spawn anyway, you'll have a hard route to compensate for the teleporter. I know that may not have been uber clear. You can question me further if I was too vague. BTW I do tons of work on Forerunner inspired stuff too, so if you wanna call my word to question, here's some examples of what I've worked on: http://www.forgehub.com/maps/moros.2853/ http://www.forgehub.com/maps/last-sermon.2999/ http://www.forgehub.com/maps/eulogy.3049/ http://www.forgehub.com/maps/groundskeeper.3004/
Since the map plays so well, it is hard for me to add any "new" route, but the main problem would be too many pieces in one view that causes frames. I already cut out floor designs in the tunnels because it was just too many pieces needing to load into view from a distance. I currently have almost 60 frames again with a few spots that might dip a bit from a far distance (within playspace), so at this point, less is more. I will be on XBL most of the day, feel free to msg me if you would like to go into an old file and toss around ideas. I do not fully understand what you meant, but I think I have most of the idea. I have to think less is more, I know that submitting a map to that contest and/or matchmaking posts, it has to be 100% smooth, I just need to get a few pieces out with the new design that will fix those few areas on the exterior. If you walk around on the map, it is very subtle on the back of the bases and rounding the outer area revealing the main structure. I have deleted the room and not saved to find that the issue is fixed, so I know I have to just have less in the main structure. Great feedback, I have thought about just having that tunnel just go through, but honor the H3 design inside (which I think is what you were getting at).
The map is intended for that yes, but the lobby we were in was 2 people short. I think the changes that are planned for the map will cut it down in size roughly 10-15% and keep people outside more (since the big interior would be removed). As far as size goes, lengthwise it's very close to basin and much smaller than Viking, with a lot more cover options that don't necessarily favor the magnum, but deem it competition. --- Double Post Merged, Jul 10, 2016 --- Also, if it plays better with BR starts, I can live with that. I did do a BR test lobby with it and it played similar, but people moved around less. I'm in favor of having Mag starts for BTB, but only if it feels good. If I had to do mag starts on guillatine or Viking, I would probably off myself.
This became more and more obvious through the play testing. If you check it out at its current state, it is probably 20-25% smaller than when I had posted this, after a few reworks.