I finally updated my map post after reforging the map a couple months ago: http://www.forgehub.com/maps/tetrad.1894/ Old: New: Also made a western themed map with out any gametypes in mind, but ended up setting up breakout for it: http://xboxdvr.com/gamer/Rabid Hogs/video/20376135
Exactly. It's not supposed to be an area to hold. Blue Ramp is already too powerful, especially now that the death pit is no longer there as a hazard for people thrusting off of it. That area being controllable on top of it pulls too much traffic away from the other areas of the map. The last 5ish games I've played, the Treehouse area has barely had any traffic aside from people spawning there. It wasn't too long ago that there were complaints about that spot being the dominant strategy on the map when it was 2 feet higher than it is now. All I could think was "...but it's not? Why would you sit up there when you can watch all the long sightlines from Blue, grab Caster to guard all the choke points into Blue, and then jump to the rock and down to OS to escape anyone who chases you?" But as for how it plays now, a comment from Max's lobby last week was that the jump rock was "pretty much instant death" and my reaction was "good". You're not supposed to take that route (or the teleporter) unless you have control of mid. And to do that you need to push from the Blue cave, the Blue Ramp, the long flank into Red, or from the bottom. It's intentionally strict and predictable. I'm aware that there is less "depth" to that area than there used to be, but even after removing that drop down, there has been been way too much traffic by that jump area for my tastes. I just lowered the amount of ammo in the Plasma Caster because of how strong Blue Ramp has been. Now hopefully it draws more traffic to some of the power areas and away from the "safe" areas.
Glad to see this map get a visual update. The new aesthetics are nice, but a few things stick out: Did you intentionally leave the tertiary color on the blocks you're using as flooring? I think it looks better without that line visible I personally liked the old color scheme better than the red and blue you have now. I'm not sure how far along you were into updating the art, but the buildings could use some geometric sculpting to make them look less like flat walls and more like the side of a skyscraper or something. Or if that isn't what they're supposed to look like, i'd look into getting some billboards or something hanging off the side of them - anything to make them less flat.
Before I came to forge hub I was drawn to forge... --- Double Post Merged, Aug 9, 2016 --- You were born butt hurt.
-Wow, somehow I've never realized those lines could be removed, thanks. -I'll experiment with the old colors to see if they're better. -The buildings actually aren't just square anymore but that can't be seen in the pictures posted. Here one that shows the angle of them:
I am browsing the maps section and can't see much of the pics because of the water marks. I am on my mobile. Can the water marks be disabled? I am talking about all the text that is overlaid on the selected pic.
I'm not sure if/how you can do it on mobile, but on a desktop you can right click on the image and select 'View Background Image'.
Well I got good news and I got bad news. Good News Castle gets to stay and now it gets a new bridge Teleporter receiver is being moved to the bridge Two new routes added Additional power ups added More micro geometry Descaling the entire map by 5-10% Bad News I saved over the main file (intentionally) unaware of how many changes I would end up making. So the live file is temporarily broken. And Tom French just happens to climb out of his Forge cave to retweet my map while I busted it up. ...this is why I don't release maps lol Anyway, more grinding tomorrow for Spellbound v2. If I do these changes right, the map will get tighter, have a stronger fantasy, and be a lot more interesting to play. Thanks @MultiLockOn @Xandrith @Sethiroth @Sikamikanico for the feedback.