Looks dope af bruh. I'm at work but I wanna walk through it when I get home. Also my obligatory subjective opinion would be to put a broken spiral staircase in your lift tower
Maybe I should have clarified a bit more @Ascend Hyperion The map is extremely sloppy in its current state, and purposely so. I was just trying to nail down scaling and pathing before the "art pass" where 100% of the map will be deleted and reforged area by area. This is also when I'll add invisible blockers to the staircases and what not. I don't know why I thought people would assume these things, lol. Like I said, I'm used to the same people looking at my stuff and they know how I do things. Oh and it's for 2v2. @S0UL FLAME Thanks man! @icyhotspartin Thanks for the feedback dude. As far as the high areas go, I honestly think that if anything people won't use them that much. The large grass area up top with the damage boost can be challenged from almost anywhere in the center with ease because of the angled surface, and the only escape is to push forward (which is obviously good) or to drop behind the waterfall, which puts the player in an extremely punishing spot of the map. The receiver platform is angled similarly, but you can't back up with that rock wall behind you, which forces the player to push. In fact, the terrain is sloped in such a way that the more you back up, the more exposed you are. @Qrrbrbirbel I'm still thinking about that tower actually. I want every movement option and counter to be swift and involve the least amount of downtime as possible, so that's what I have so far. I'm currently being peer pressured by goat into just making it a storm peaks spiral tower but I really don't want to something I've already done because it's pointless and a wasted opportunity to expand on my ideas of what can work.
Yes, it was the most 'interesting' of Spellbound, that sangheli sandy map, and this. It was the most interesting of three maps. I don't see how that could be such an impactful statement, but okay. However, I asked you questions regarding gameplay, and I could tell you were lost. A good looking map with interesting geometry, but questionable functionality. That is probably the description for everything you create. Until you publish a map that plays well, I can't confidently refer to you as a competent level designer. But, as you said: You don't care what I think. @Ascend Hyperion What feedback are you looking for, specifically? It's hard to give feedback on a map like that, from pictures alone.
yeah that's what I meant by the center being good, looks the most complexly balanced - my problem is with the little doorway areas, especially the one that overlooks that back staircase, seems like they'd give the highground an almost unbeatable advantage (barring being engaged from the rear).. if I had control over the map, i'd make anyone who comes to the doorway commit to go thru it in order to gain any advantage over the stairs, maybe by making an angled terrain patch or by adding a wall with a small outcropping/opening to the stairs that is only jumpable downwards, or some combination thereof, idk id have to experenz it firsthand to really see if its a justified gripe
The map looks pretty dank. Love the angles and weapon placement. Only worry I've got is spawning, you can have all the coolest incounters but If spawn is dog, the map will be dog.
There is basically 3 main areas for players to spawn, not counting the odd safe spawn here and there. I know how I can add another spawn haven if it becomes a problem, and I might be adding another anyways for different reasons.
Sure let's pretend I haven't posted other maps in this thread over the last year and a half. I don't recall being lost on my own map that i did a commentary on, and that map had enough functional geometry. But whatever, it's 4 months old and that's a long time when you don't design like a crab. I don't care what you think because you Forge like it's 2010 and have an archaic definition of what "plays well." Based on the maps you build and the maps you praise, you are unable to fathom anything outside of your comfort zone. You wouldn't know a good map if it was made of 30 degree walls instead of 45. Or worse, not blocks, because i guess it is convenient to forget I released a good playing map a year ago.
Unless it's a walk through, I'm not going to be able to identify the entire layout. When I say a map is interesting, I'm referring to the layout. You were. You thought very little of balance and flow, more about individual engagements and believable geometry that matches the theme (like the whole village area). The map was not going to play well. And the map is gone, so....Zero published maps in Halo 5.
I have no real feedback because I suck but this looks very interesting. I like the design and I hope you will achieve with the atmosphere and theme you have in mind.
I removed the map from ForgeHub and will not be releasing anything to this website again for reasons I will not unearth. The file is still published elsewhere and remains on my bookmarks though. orly Here's the overhead. I threw this together in a day and only included the bare essential paths. Anything that wasn't present on this miniature due to the impractical size was already planned in sketches or in my head. These are my intended spawn zones. In actuality, the map will spawn you either on the left side or the right. (I suppose i should mention that the thick wall between the left and right is not playable on its topside.) I was aware of the high bridge's influence on the spawn engine the minute I put it there, and I would have segmented the map properly to address that, or nerfed the bridge as a last resort. Implying that I didn't think about flow just shows you once again pulling nonsense out of thin air. Almost all the paths on this map go somewhere better than where it starts, and they follow a "1up" philosophy by allowing you to position yourself either above a player or covered from them to get the advantage on them. Regardless of what geometry I ended up doing, this flow would have been preserved because it works. The darker colors are lower areas and the lighter are higher. This is why the map has flow; if you decide to be a dumbass and sit on either side of the wall, you are going to get pushed off by a path that is above you or otherwise more powerful in some fashion. Everything was deliberately placed to check an area, and if anyone decides to stop moving, they'll just get pinched or flanked. I didn't spend much time on the design or go back and look at some of the issues I had with the shape or micro pathing, so I didn't get to flesh out some of the areas. The village and its connections into the nexus of the castle had like 5 different potential configurations that I wanted to experiment with, and I knew what I had to do to address any gameplay issues. I was also experimenting with a less octagonal nexus, but again, I stopped working on the map because I didn't like the lighting of the canvas. I would be genuinely curious to hear to what extent you think this design will not play well, or does not have the potential to play well based on the intended pathing and sightlines. I am not going to dismiss legitimate criticism about any aspect of my designs. But what you've just said is simply not true and it is part of the reason we keep getting involved in this feud. You keep saying **** that is intellectually dishonest and backing away from it when you are called out. Like how can you look at this map and say I didn't think of flow? The map was designed completely around movement, and the "village" is functionally meant to be nothing more than a series of walls and ramps.
Are you actually trying to say that Goat doesn't think about design? On what basis? This is honestly one of the most pathetic displays of either jealousy or incompetence I've ever seen. You start more **** than everyone else now, xzamples. Just go the **** away already.
Made some changes to that blockout I posted earlier. Basically redid and expanded half the map, don't know if it's quite enough yet.
It looks like you changed your mind about the ban within minutes. Perhaps there should be a rule about impulsive moderating.
That entire response was an absolutely meaningless jumble of thesaurus picked adjectives It can all be summed up with "keep an open mind". Which I always do. But when I know something isn't going to work, I'm not going to pretend that it might. 1v1, Swords Only, Coagulation, No Teleporters. Keep an open mind. Also, you definitely took Multi's video WAY too literally in every sense.
@A 3 Legged Goat The bar of quality is set pretty high https://www.forgehub.com/maps/no-ceilings.5137/