Sandbox Tetradymite

Discussion in 'Halo 3 Competitive Maps' started by AceOfSpades, May 30, 2009.

  1. AceOfSpades

    AceOfSpades Talented
    Forge Critic Senior Member

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    When you actually play the map you will realize that there is no lack of cover. The structures are placed strategically so that they block certain LOS. In no place throughout the map are you without some sort of cover.
     
  2. FORGING2PERFEKTION

    Senior Member

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    nice map.
    i think you have a very good layout.
    nice to see that you interlock almost every object and geo-merge some of them.
    overall very nice job 4.5/5
     
  3. AceOfSpades

    AceOfSpades Talented
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    Yeah I like to take pride in the fact that I interlock almost everything because it makes maps play and look so much better. Thanks.
     
  4. What's A Scope?

    What's A Scope? Ancient
    Senior Member

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    Review:
    Enjoyment:

    Tetradymite has the flare, but lacks in other key areas. Several issues hold back Tetradymite from being an enjoyment juggernaut. In competitive maps, gameplay needs to be clear and consistent. This is no the case in Tetradymite. Gameplay felt all too random. This randomness was caused by several things. One of the key contributors of this problem is a lack of incentives. Other than the obvious end-to-end base set up and 'The Claw', there are no key positions. Players need goals to keep them motivated and in motion. These goals, or points of interest, are important for players to alternate between map locations. Tetradymite greatly lacks points of interest due to scarce weapon placement and imbalanced points of power. Players felt like they were running around nothing because of a lack of interest. This obvious error, problems with spawns, massive balance issues, and confusion are a concoction for disaster. Players did not want to jump back into the map. At times, players were frustrated with it due to the design problems. The gameplay is some what attractive and fun due to the innovative, but problems hold Tetradymite back.

    Score: 6/10

    Balance:

    Balance is very important in a competitive map. It covers map geometry, weapons, equipment, vehicles, and spawns. Much of the geometry on this map is ill-placed. Firs off, map sections do not compliment or contrast others well. There are several structures on this map that do not fit in well with the rest. An example is 'Red Side Tower'. This structure feels isolated from the rest of the map, and it is underused. Tetradymite's areas' traffic is also imbalanced. Locations such as 'Red Side Tower', the back of bases, and others feel underused. Players often felt like parts of the map had no purpose. The reason is a lack of incentives. Players need a reason to traverse the map. This goals, or points of interest, can be different thing. Points of interests are usually power weapon spawns and locations of control/power. Although weapon placement is balanced, it lacks opportunity for incentives. It is obvious that some points were set up for control, but they are overrun by nearby bases. For the most part, there are 3 points of interest all of which contain the power weapons. The 2 bases are obvious points of control. Each base gives opportunities to control great lines of sight and house a power weapon. Players start at one of these bases. There is where the problem lies. The bases are the most obvious points of interest. However, players take no risk in controlling their own base for obvious reasons. Overall, the points of interest do not consist of a risk versus reward style gameplay, because the risk to reward ratio is imbalanced. Players can effectively control their own base with little effort in doing so. The only intended incentive to leave is for the rocket launcher. However, after everything is weighted, the rocket launcher spawn has a much smaller reward than the two bases. The bases have a clear advantage over the rest of the map, and they are easily defended. Teams do not have a point to fight for. The only incentive is one that cannot be changed by the map. Players will always move towards the enemy players. Due to this fact and the map's shape, players will need to progress by traveling straight across the map. Players need to have multiple paths to do so. Tetradymite isn't skimpy in the multiple paths area, but it contains a problem that is directly related. Each path needs its own strengths and weaknesses. It is unclear, in this map, which path should be used in which scenario. Most paths have similar amounts of cover and travel time. This makes path choosing extremely difficult for player. A player needs to be able to decide a path, and the decision must have a purpose. If a player wants more cover, they should be given the opportunity to choose a path that offers that, but this opportunity must also have its cons. If player wants a faster route, they should be given the opportunity to chose a path that offers that, but this opportunity must also have its cons. Tetradymite's paths lack this. Tetradymite's paths lack diversity. The paths need to be diversified in order to allow player to make justified decisions. Due to the fact that paths have similar pros and cons, players will take the paths that contain obvious advantages. In Tetradymite, these paths are the walkways above the ground. These paths have similar strengths and weaknesses that the other paths have, but give the slight advantage that height entails. Naturally, players chose to use higher points. The use of the walkways and ramps make other areas underused. The bottom plain becomes some what underused because the top is more attractive. These issues cause flow to be extremely random and inconsistent. The weapons on Tetradymite are balanced pretty well. The map is asymmetrical, but the weapon layout is symmetrical to some degree. Overall, the weapon layout is balanced well. Each team has an equal chance getting the power weapons. Each team is given a beam rifle, and each team has an equal chance in obtaining the rocket launcher. The weapon placement is fair, but lacks opportunities for control which amplifies geometry flaws. Rockets become slightly weaker than normal. Overall, the rocket launcher doesn't fit with the map's design. It is still an asset, but it is not the coveted jewel it could be. The 2 beam rifles become the power weapons of choice. These rifle work well with the map's lines of sight and are extremely useful to skilled players. However, having 2 beam rifles on a map is risky. The weapon spacing could use some revamps. Lack of weapons and weapon diversity make some areas feel dry. In addition to this issue, Tetradymite lacks weapon range diversity. The map mostly plays long-range even with AR starts. Tetradymite lacks opportunities for close-range gameplay. Tetradymite needs to expand its weapon placement to fit a more enjoyable style. These problems can be merged into one solution. The solution is use of different weapons that can be used differently and promote control. Equipment placement is well done. The placement is balanced and fair. Equipment is placed to compliment areas. Vehicle placement seems to be used confusingly. Each team has as a fair chance to obtain their own tool of destruction, the warthog. Players take little risk to obtain the gigantic reward. Although warthog placement on either side cause a balance, the warthogs' relation with the map's geometry cause an imbalance. A warthog team can effectively gain a significant advantage over ground troops by exploiting the map's lines of sight. Warthogs can stay a notable distance away, towards the edges of the map, while devastating the inner sections. Warthogs further area dominance. Warthogs are simply overpowered. These juggernauts can be counted to some degree, but they are balanced with the counters and the rest of the map. Spawn spacing is well done overall. It is balanced throughout the map, but could be used more in some places towards the map's center line and used less near power points which are the bases. Tetradymite's balance issues hold back what it could be.

    Score: 4/10

    Durability:

    Tetradymite is solid in some areas such as escaping and unwanted height advantages, but it falls short in areas such as technical aspects and spawns. Tetradymite falls into the midsection of Sandbox. Unstoppable lasers guard the map's barriers. Tetradymite cannot be escaped. There is no possible way to get out of the map's bounds. The situation is similar with unwanted height advantages. This problem is also known as 'getting on top of a map'. There are no areas in the map's bounds that can be exploited due to poor structure design. The map doesn't a great job with keeping players in the correct areas. The map's technical features could use some work. Mainly, the grav lifts can be broken. This problems hinders flow. However, the problem is not a massive one. Spawns could also be better. The map's spawns become predictable due to the map's design. Spawn-killing was an issue in some games. Players exploited the spawn system and other map flaws to hinder the gameplay experience.

    Score: 7/10

    Aesthetics:

    Tetradymite is a huge success in the Aesthetics department. The map is built to perfection. Tetradymite uses methods such interlocking and geo-merging to make the map smooth. Bumps that trip up players are unseen. Walkways, ramps, and platforms are smooth so that players can traverse them easily and quickly. Players did not experience any gameplay problems due to poor construction. Structures in Tetrdaymite feel sound. There are no structures that feel unnatural. Randomness is minimal as the overall theme is expressed throughout the map. The unique architecture styles such as slanted walls remain consistent throughout the map to keep the theme solid. Attention to detail, among other things, allows players to make effective reference points. Small details (gold) towards the center catch players’ eyes to inform its importance. Larger construction techniques work similarly. 'The Claw' can be used as a great reference point throughout the map. Tetradymite uses unique structures and details to its advantage. Unique construction in the base areas work as great reference points. The map feels and looks right because of the aesthetics used. Traversing the map stays interesting because of the aesthetics used.

    Score: 10/10

    Originality:

    Tetradymite brings exoticness to the table with aesthetics and gameplay. Tetradymite uses small, as well as large, styles of architecture and structural design that is new and unique. Slanted walls on the bases feel fresh. ‘The Claw’ works as great aesthetic piece as well as a gameplay feature. The architecture in ‘The Claw’, ‘Red Side Tower’, and the bases all utilize a unique style. Tetradymite breaks away from the boring aesthetics seen in some maps and brings out new and interesting styles. Along the side of unique structures and appearance, Tetradymite has unique features related to gameplay. Tetrdymite’s layout as a whole is original. Tetradymite veers away from the straight-line base to base action to bring in a different shape. The shape is still base to base, but is set up differently. Tetrdtmite uses a unique set of walkways to keep gameplay fresh. The use of lifts is a side-step from the norm also. The unique layouts is fitted with a unique power weapon layout which is different an interesting. Tetradymite sticks out from the oceans of maps using its unique approaches.


    Score: 9.5/10

    Overall Score: 7.3/10

    Personal Score:
    [​IMG]
     
  5. Death Panda x

    Death Panda x Ancient
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    Great job on the map dude. The walkways and railing along with it look great and i think the center really makes this map special. The first screenshot and overview looks really great and i think that your use stuff is awesome
     
  6. AceOfSpades

    AceOfSpades Talented
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    Thanks for the review Scope.
    Just a little update, Tetradymite has been featured on ForgeBattle.com.
     

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