Portaleer submitted a new map: Pyromancer - A Forerunner Miner facility, 2v2 Read more about this map...
I just looked at the map. It looks nice, but may benefit from adding location names and cover. I hope it turns out to be a fun arena when you are finished.
@DatedIntegral93 Thanks for checking it out! Have a couple games on it with some friends and let me know what you think!
Pie is especially good when cooked in an explosion. Pie aside, this looks pretty cool. I'll check it out when I get home.
I love it, as stated above just add cover and named locations... One thing i would do, and this is only me and you can take into consideration, is to remove the decals that you have around trying to make it look worn, just make it completely clean as thats what forerunner mainly is and it would make it look better (in my opinion at least) plus you have enough going on on the screen already no need to distract the eye anymore. Understandable that you have them to make it worn to fit with the theme, maybe you could change the theme? Or make the map look more worn down than just some decals. I don't know, just some thoughts. Thanks for reading my feedback.
@xXBarthXx Thanks man! Yeah, please do! I need to get your professional opinion on how it feels to play!
@MrDeliciousman9 LOL, good stuff man, and thabks! More to come on this new place in terms of updates and potential small additions to the space to better enhance the experience. Too early now, but based on the little bit of feedback I've gotten from people I have some plans in mind for future updates. Stay tuned.
As always your aesthetics do not disappoint. The forging is clean and enjoyable to look at. With that said however, the layout has some major issues that need to be worked out. As this is still a beta map, here is some of my constructive feedback. The map is very square, predictable and repetitive. There are not enough unique ways to travel around the map as hallways are very straight with next to no verticality. There is also little to no cover anywhere on a map so if someone lands the first shot on you there is really no way to fight back. Light Rifle side has a strange indent that you'd expect a pathway of some sort to escape but it's just a dead end. The light rifle in my opinion is not worth getting pinned into a dead-end. There is no cover there either so the only way to get out is running into the middle (will result in death) or clamber into the side hallway. Clambering is not an option most of the time as the player is fighting back at the enemy and doesn't have time to look for the ledge. It really doesn't help that the opposite side, the highest point on the map, has a clear view of the whole map. This causes the issue that players are not encouraged to move around as that one spot oversees everything except the side hallways and holds the best weapon on the map. A suggestions would be building something in the center of the map that breaks up the sightlines all 4 ways. Bottom mid of Mercy comes to mind. Also I felt that the clash between the inside and outside of the map looked really cool, I think you could open up the cave side and do something there, have a small hanger with some cover like rocket side on Eden. I hope this is helpful and I cant wait to see where you take this map.
I looked at this with TimeDipper and played on it in your lobby. I agree with most of what he said, but to further the gameplay aspect, there isn't much in the way of a comeback after one team has the high ground. The aesthetic is excellent, which I would expect from you given your past work. The layout however, is too simple and problematic, I would not keep interest past the aesthetic long. The speed boost has little purpose on the map since the layout is so predictable, no surprises, little use of H5 abilities. I would give another layer to the map somehow and make the pathing more interesting. In my gameplay, I failed to see the stunning aesthetic of the lava room with the spinning rocks. So it begs the question, why isn't that visually something that players see a lot of? That isn't a cool Easter egg to find, it's a place I need to jump by and have a real viewing of consistently. Put the scatter on a pad please, map knowledge is one thing, but that tug of war over the power weapon grabs the attention of its participants creating interest in the gameplay. I know you will pull this off, you have passion in your work. Better routes, elevation, and lets see that rock room in its glory.
@TimeDipper and @D4rkDeath I sincerely appreciate your feedback. It means a lot to me and I can tell you guys are invested in helping me make it better. I am absolutely working on some vertical points of interest to counter the center ramp, also creating more dynamic engagements. Hopefully I can successfully implement just a tad more route options as well. Again, thanks guys! I hope you continue to enjoy it a little more each time.
All, enhanced ambiance to be patched in tomorrow, as well as invisible blocker reinforcements over walls for more precise grenade throws. New map screenshots will be updated tomorrow.