The beta for Genesis [Wet Dream] is out! Would be cool if you could test it next weekend. Map Link The biggest problem right now are two spots with framerate issues (Red spawn next to wall, Sniper spawn next to wall). I don't know how the lights (I think they're the case) need to be changed for the framerate to be smooth again, so I'd appreciate any help. It's still playable, though.
Map Name: Mycenae Author: RegrettedKarma6 Gametypes: Slayer, Strongholds, Oddball Waypoint: https://www.halowaypoint.com/en-us/...edKarma6_a02f4ddb-59a3-4cce-ac3c-6f983ca19940 So Mycenae hasn't been played yet. My main concerns are 1. Framerate - There is a lot of foliage and lights. 2. Has a bit of an identity crisis in terms of size/player count. I was initially confident that this would be optimal for 4v4, but now I'm pretty reluctant to say that. I think it could be one of those weird '3v3' maps.
For those of you who have submitted maps in the past, how do you feel about the current methodology for collecting feedback? Does the short one positive, one negative, first impression based statements work for you? Is there something you would like changed? Suggestions are always welcome. Thanks.
I appreciate the positive and negative. It forces everyone to participate, while keeping thoughts original, instead of people quietly agreeing with the loudest person in the lobby. And if multiple people point out the same thing, it is likely a proven mistake, or advantage. The downside of it however, would be not being able to elaborate on multiple issues if they do not get brought up.
I love the 1:1 idea; it balances out the people that either give "too negative" OR "too positive" feedback (wh You beat me to it, Fly! A possible way to counteract the negative issue's depth would be an example of whatever game mechanic the author was going for, but executed better. Example: Teleporters worked well layout wise, but were visually confusing. See (insert map/example here) for a possible reference. Or Sniper area is overpowered, check out what this (map/example) did to balance things out. This won't work (plus would be a lot of work to do) for each piece of feedback, but if whatever mechanic was interesting enough, I think the lobby is knowledgeable enough for that dynamic.
i was actually going to reply to you when i finished the updates you suggested but ill comment now saying that your pro/con advice is perfect. very useful bullet point like advice which i can follow easily and focus on the important things instead of a general idea of what to do. idk how others feel but keep it up. i would say one thing tho at least give one suggestion like "you should build this instead of this" or something along that line because even tho i know my own map it might be hard to start an idea with just "it feels this...". aside from that you'll be seeing a re submission soon of collide scope i fixed everything you suggested but im taking my time opening up the map a bit more so there's no tight spaces and it doesn't feel like a maze. again thank you for all the feedback and thank you for creating these lobbies. im actually really upset i couldn't attend the last lobby but yeah it helped me and im sure it helped others
Glad it's helpful. Regarding the bold, I personally prefer not to make design suggestions as I feel that is the equivalent of exerting undue influence over another forger's design process. Level design is a learning process, and I would hate to shape another designers preferences to mirror my own or anyone else's. However, I am more than willing to spitball ideas with forgers outside of the lobby. What matters is that at the end of the day, your map looks, feels, and plays the way you want it to.
I agree. It's up to the forger to change their map in their unique way or all maps would start to feel samey. For me the feedback with pros and cons are very helpful. I like the structure and your lobbies so far have been great and feel more professional because of the pros and cons.
Whenever you have a chance to fit this in your lobby. Still also want to test Pueblo as well though. Spillway with 1 flag CTF and slayer File name: Spillway V5 Gametype: makeshift 4v4 1 flag, slayer
I would like divine fury tested again I have made changes for improvement. 4v4 slayer and strongholds. https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Mr DeliciousMan#ugc_halo-5-guardians_xbox-one_mapvariant_Mr DeliciousMan_aee844fe-bb3c-4c99-9425-26d93a7a8b5b gamertag Mr Deliciousman
i get exactly what you guys mean but what i really meant was like a sample idea. something to get the forger thinking in a different light. something to tease the brain. not something like a full blown hey you should rebuild this exactly this way. you get what i mean? because at the end of the day im still going to build it how i see it and im sure others do too but a small idea to begin a brain storm shouldn't be to bad. either way tho the way your doing it is fine and is enough for me and others to actually fix whats wrong with our maps
If possible this weekend, I'd like you to test out a reforge of Zone Art. It can play Slayer and Flag. It's currently a playable block-out; I need to see if the layout needs any extra tweaking before I make the map pretty. GT: The S0UL FLAME ('O' is a zero) Map Link: https://www.halowaypoint.com/en-us/...UL FLAME_685ec645-3cd8-4689-acda-3d46b831bcd6
It's Saturday! You know what that means! Spillway by @MartianMallCop Zone Art by @S0UL FLAME Divine Fury by @MrDeliciousman9 Mycenae by @RegrettedKarma6 Wet Dream by @a Chunk and @Buddy Jumps See y'all at 8 EST.
Just a heads up, this will be the last lobby for awhile. I'll be out of town, and I'm not taking my Xbox with me, for the next three weekends.