Hey Forgehub, this is my very first map! I spent fair chunk of time on this, making sure it was balanced and reasonably cool looking and fun to play. I would estimate about 20+ hours of work went into this, from design to forging to testing to fixing to posting....and I really like CONSTRUCTIVE criticism My map is called Jack Be Nimble. I called it that because the map is designed for fast, screwy, hectic gameplay. I hate it when I'm in matchmaking and my games just turn into some giant campfest where nobody wants to move or be bold. On the flip side, I love it when my games are absolutely crazy and don't really have any continuity to them; where everyone is just running around and kills are flying everywhere. In that vein of thought, I designed Jack Be Nimble to have fast-paced, wild and generally insane gameplay. Teleporters are a big thing in my map, you use them to move about alot more than in other maps I've seen on this site. Big explosions and bodies flying everywhere, if you catch my drift. The map is based around a large central structure that sticks out of the middle of the map. The structure houses many teleporters, as well as the sniper rifle and a deployable cover. The map itself is horseshoe shaped, just like the Basic Foundry map. Here's the central stucture: Here's the sniper and deployable cover: I also have several shield doors placed around the map on 45-second delay, just to spice things up at the very beginning of the game and to change tactics later on. Two shields spawn on either end of a open double box that leads to the Rocket Launcher, and one shield spawns on the middle stucture. Here's the teleporter to the Rocker Laucher with the shields on. Jack Be Nimble is meant for 4-10 players, and supports Slayer, Team Slayer, CTF, Assault and Territories. Here's the Weapon list: Battle Rifle x10 Assault Rifle x6 SMG x4 Brute Shot x2 Plasma Rifle x2 Covenant Carbine x2 Plasma Pistol x2 Spiker x2 Sniper Rifle (1 spare clip) x1 Rocket Laucher (0 spare clips) x1 Energy Sword (90-second delay) x1 Machine Gun Turret x2 Here's a list of Equipment: Bubble Shield x1 Power Drainer x1 Deployable Cover x1 Regenerator x2 And Powerups: Invisibility x2 AND grenades placed at strategic points along the map as well. I was too lazy to count all of them I tried really hard to understand some of the techniques outlined in the FAQ's; I hope my attempts at floating objects and interlocking were successful in your eyes. Here's some other screenshots I took, hopefully they'll give you a better idea of what my map is all about. There's a mongoose underneath a machine gun turret at each base: The bubble shield spawns in the middle of the map, right at the end of the central structure (I really need a better name for that, don't I?) Here's the shotgun spawn, 1 for each base: Here's the view of some of the map from the Machine Gun Turret: And, finally, here's the view from the floating bridge (with carbine) Thanks for reading and considering my map, give it a download!!!! Leave comments on how I can improve my forging techniques, I've already got another map in the design stage. Thank you very much, Vodelhaus Here's the map:Bungie.net : Community : Forum Topic Listing : Forum Reply Listing
bro theres no way you spent twenty hours, its a good map, but 20 hours there would be a lot more cover, more structutrs, better and mroe interlocking, and geomerging, that or a great non interlocked map, something with multi floors, and a lot of aspects. your map looks fine, first map right? but it could use some work.
Yeah Dude all you need is, Cover -Think to how MLG do theres- And a couple more stuctures... But yea cool Weel done Bro
pretty nice map! could use some finishing touches like straightening everything up, but other then that, i love the gameplay! 3/5
ummm this does looks really good for gameplay and stuff but i think it looks a little to empty..... but still good, 3/5
If you spent that much time on this map then you should never forge again. Not that the map sucks, cause it doesn't. Just that you didn't use ANY advanced forging techniques.
This is a good post but I recommend you use Interlocking, and maybe Geo Merging. It will make your map smoother, but for no Interlocking, this is a great map. I don't think you should have that many firepower on the map. And the Sniper shouldn't be so close to Grenades AND an Deployable Cover.
Well, if you actually downloaded and played my map you would see that I used a fair degree of interlocking and I floated a bunch of objects as well, all in perfect symmetry. So, thanks? I guess?
As far as cover goes, I must agree that it is an issue in this map. The main problem with this is the dominance of rocket and sniper positions. They're high up, central, and have a good view of pretty much all of the map, as well as the majority of spawns. There seem to be very few spawns placed behind decent cover, and this can cause major gameplay issue if a player manages to hold a good vantage point. I'd suggest some more cover around the 2 base areas, fortify them a bit more from the front and give them a bit more structure and make spawning safer. The central structure looks like it does its job well, its solidly put together and the use of teles is nice. It seems like a good central divide to the map and I don't think there's any real issue with it. Your interlocking does indeed seem to do the job, and whilst this isn't the most extravagant map, your placement and interlocking is decent and smooth, and the symmetry is good as well. I think that extending the smaller structural work (the bases, the stuff either side of the central divide) would provide alot more opportunity for safe spawns. It would also serve to divide areas a bit more, as the lower level seems a bit open in places, and the higher level is even more sparse. Higher structures would make the edge of the map a nice back route around to the other base, and would generally counteract the dominance of the few high vantage points. I would also suggest moving the sniper rifle. Its right on top of the best position from which to use it, and it seems to be a little to easy. Maybe moving it to a lower location would mean that it won't become too dominant. This map looks clean and nice, and the symmetry is very good. With more cover, higher structures and more significant bases it could feel a lot bigger, and the use of teles will make movement around the map a key part of games.
I did DL and look at genius. Making things float isn't advanced. I saw no interlocking at all and not a single bit of geo-merging.
It seems too two dimensional in the major playing areas; and it looks cluttered, but it doesn't seem to have cover. 3/5.
If you saw no interlocking then what do you call the single box interlocked with the double box at a 45 degree angle and the fence wall inside the open double box and the fence box interlocked with the open double box with the teleporter? Your eyesight must suck.