Have you ever wanted to have your aesthetics on point? Don't you hate finding bumps, cracks, holes, and uneven pieces in your geometry during a final playtest or matchmaking game? Do you not have the eyes or time to search every square inch of your map to find these things? If you've answered yes to any of these questions, I may be your guy. Usually when I walk around maps whether it'd be a 2v2 map, a remake, or btb map I always tend to find these things in multiple areas. It bugs me, and I'm sure it would bug the OC too. If you feel like your map needs an OCD check up then don't hesitate! Leave your GT and map name in the comments and i'll be sure to get back to you in less than 3-5 days. All maps are welcome, famous or not it's my job to point out your imperfections in as much detail as possible! P.S. - I also do out-of-map tests, and trust me you'd be surprised how many maps I've found spots in (COUGHstormpeaksCOUGH).
Dude, I'd love if you did that with Navigator. Smoothing the terrain/flow/rocks were my next steps anyway, so I'd love a second pair of eyes. It's in my bookmarks, GT: WeedCough, map name: Navigator.
Have at it! I'll update this post when we get the map published so that you can post all of your finds. https://www.halowaypoint.com/en-us/...rder=BookmarkCount&page=1&gamertag=Whos Blaze
Full Report of Navigator (Around 2 hours off inspection) Spoiler: Images (Image limit met) http://prntscr.com/cgjk70 http://prntscr.com/cgjlft http://prntscr.com/cgk5y3 http://prntscr.com/cgk70o http://prntscr.com/cgk7n8 http://prntscr.com/cgk8cw http://prntscr.com/cgk9fp http://prntscr.com/cgka8m http://prntscr.com/cgkbcq http://prntscr.com/cgkca6 http://prntscr.com/cgkczx http://prntscr.com/cgkdnr http://prntscr.com/cgkem2 http://prntscr.com/cgkfv6 http://prntscr.com/cgkgcs http://prntscr.com/cgkxr9 Final Verdict: This map actually has a lot going for it. I really like the theme, it's very odd, but in an artistic way. The last 2 things i'd like to note are the power weapons and blockers. In standard Arena set up, you should only have about 2 marked power weapons (Weapon Pad) and 1 unmarked power weapon (No Weapon Pad). As for the blockers, you may want to consider re-hauling it. Me and my friend found about 4 ways to get out the map using the oddly placed invisible cubes. Plus, the ceiling blockers can be accessed after getting around the side blockers. I'd recommend minimizing the amount of side barriers and ceiling barriers and replacing them with the appropriate kill barriers.
Wow. Simply amazing. The invis blockers were temporary so I could get some preliminary tests going without people completely being able to escape. Other than that, this feedback is extremely helpful and exactly what I was looking for. Give this man a medal!
If you could look at Scorch Palace that would be great. I consider it really close to finished so in curious if u could find something that I couldn't. Gamertag is Mr Deliciousman
@N3gat1veZer0 Atonement analysis done... only late by almost a week lol. https://docs.google.com/document/d/1wo2Srg4y5ke3zTDy7Uxjg7d95LaQoTLuoltaSMoE5Hk/edit?usp=sharing
Thanks man, I appreciate you took the time to do this. I just wanted to address a few things firstly, a lot of these suggestions just cannot be implemented, at least yet. Filling in all the lines and chunks (ie page 5 6 7 etc.) would require way too many pieces. One of the most important things I try to keep in all my maps is a good frame rate. The map in its current state is squeezed way to thin to be considering changes like that. Also I built the map with those preset lines in mind. I wanted most of them there (ie page 6) they help break the monotony of solid purple everywhere. secondly the reasons for the over hangs of the floors (pages 10 13 and so on) are also to break the solid purple and help the player see where a wall ends and a floor begins. Without them views like this can be confusing to look at. They may not be done as smoothly as I'd like, but there isn't much I can do about it now. Lastly, suggestions like removing the glass and redoing the goo pits are a bit subjective. I personally think they look great and won't be changing them yet. (Also the goo looks much better when you actually generate the lighting) I'll just address each page now: 1: can't add window sill because of budget and frame issues 2: both areas adjusted 3: both areas adjusted 4: first area adjusted, I'll be keeping the pads buried as I don't see it affecting anything gameplay wise. I just really hate seeing human pads on a covey map. 5: both areas are built as intended 6: first is intended, can't change second because frame issues 7 & 8: the ramp's been played with 9: fixed and fixed 10: second has been adjusted 11: first has been adjusted 12: first has been adjusted 13: addressed above ^ 14: first adjusted 15: ^ 16: unable to fix beacause doing so would cause frame drops 17: ^ 18: ^ 19: second adjusted 20: both adjusted 21: both adjusted 22: first adjusted 23: ^ 24: second adjusted 25: first adjusted 26: ^ 27: first adjusted 28: ^ 29: first adjusted 30: i'll look into it, but fixing may cause frame drops 31: goo pool addressed ^. Now the pipes are a different story. The original concept was to have lights of lighter color slowly flowing down and respawning back at the top, but ever since scripts have been broken it can't be done. 32: I think the color is fine, the pink comes from the glass highlights around the map. Again, it shows up much nicer after generating lighting. Also, I can't just add clouds. The skybox must remain as it is because changing it completely changes the lighting everywhere on the map. Again, thanks very much. You caught a lot of silly mistakes and stuff I didn't think about fixing. If frame rate is fixed in the next update as well as scripting expect more updates to Atonement.
For all the things that couldn't be done I can 100% understand. Glad to see you fixed a lot, though! Getting your take on everything really smooths out my thought process and now I can see what you mean. Can't wait to feature this in NBS when the time comes, great job on the map as a whole once again! (If the frame rate issues ever get addressed I'll be sure to keep an eye on the map for any future adjustments).
How do you feel about doing this on a live stream? If you are OK with it i would love for you to have a go at Avalanche.
If I had proper recording equipment that'd actually be a neat idea. I could still check out Avalanche, though...
How about Sunday afternoon? We were going to give it one more pass before releasing it and would appreciate another set of eyes.
Call out and repair on the spot so others can learn what to look for when cleaning up their own maps.