Alexis

1v1 Slayer
10

Map Description

  1. MarcoStyleNL
    UPDATES:
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    Alexis version 1.5 is availeble, loads of changes too much to write down.. you'll figure it out
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    Alexis version 1.1 is now availeble, Check the 'Update' section for details.
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    The map Alexis is my submission for the Forgehub 1v1 map contest. I wanted to go for an ancient look on the map and that is why I decided to use the trees as leaves and bushes that have grown against the wall. I have test played the map several times with friends and haven't gotten any complaints yet, but if you see any fit for improvement please let me know and I'll take a look at it!
    Weapons:
    1x Sniper, 60 sec, 0 clips
    1x Overshield, 115 sec
    2x Battle Rifle, 45 sec
    2x Cabine, 35 sec
    1x plasma pistol, 60 sec
    2x frag grenade, 15 seconds
    2x plasma grenades, 15 seconds.
    The static weapon drops didn't really work for me (not an experienced forger), but I guess the 60 second sniper rifle spawn makes up for it so that is spawns around every 2 minutes.
    My Gamertag is ''MarcoStyle NL'' and just add me or send me a message, the file is on my fileshare.
    xKAMIKAZEx likes this.

Discussion

  1. WAR

    WAR Cartographer
    The Creator Forge Critic

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    I loved your video...hopefully you get the "constructive" belt whips you're looking for from the community. Pretty good for your first slayer map as well. First question - are players able to pick up the powerups embedded in the walls? Camo in the wall is nice for color cordination but I think they are misleading players trying to pick them up more than establishing map awareness. I would suggest using the switch for the blue dome in your map gadgets menu as an aesthetic replacement.
     
    #1 WAR, Feb 8, 2015
    Last edited: Feb 8, 2015
  2. MarcoStyleNL

    MarcoStyleNL Legendary

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    Thanks Warholic, and no, I have tried it from all angles but the powerups can not be picked up, I haven't heard from anyone that they tried to pick them up in the game but if this becomes an issue for players I'll switch that up, thanks!
     
  3. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    Well I'm going to just reiterate what Warholic already said...
    Awesome job on the video. The map looks quite good for your first attempt at a slayer map. You seem to have avoided some common pitfalls by designing an asymmetrical map with a good variety of elevations. I'm looking forward to testing this.
     
  4. MarcoStyleNL

    MarcoStyleNL Legendary

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    Awesome! please wait until tomorrow to download the map, I have gotten a good amount of feedback and version 1.1 is on it's way with some major changes to the design. I will update this here on the site as soon as it's on my fileshare.
     
  5. darkprince909

    darkprince909 Talented
    Creative Force

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    I had never thought about using the powerups as lights like that. Pretty ingenious. How does it affect the map's performance?
     
  6. MarcoStyleNL

    MarcoStyleNL Legendary

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    as far as I know it doesn't affect the framerate at all. I have tested the whole maps framerate with shadowplays fps counter and it stayed around 55 everywhere, (halo the master chief collection never truely runs on a solid 60 on forged maps).
     
    #1 MarcoStyleNL, Feb 9, 2015
    Last edited: Feb 9, 2015
  7. SkyMan EvoLV3d

    SkyMan EvoLV3d Forerunner
    Senior Member

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    Overall I really love the design both technically, traversal variety is astounding and visually, it dosent feel blocky thanks to the depth of texture creating a very natural playspace (even for mostly concrete.) My absolute favorite area has to be the LIFT AREA as a whole that design is simply gorgeous to look at.
    As we have already spoken one on one Marco; I feel the improvments made per suggestions have been a great effort moving forward with Version 1.2. With a bit more smoothing In smaller areas, Alexis is shaping up to be one supurb small map indeed.;)

    SUGGESTIONS...
    The ramp leading into green (that shares a wall with Overshield) is very gradual which is a nice thing, but with all that extra ramp you are left with a lot of flat wall...I have found myself snagged on the edge of this ramp on a few occasians. SNAGGING on this could pose a problem especially while in a firefight. I would suggest adding bank to this slender ramp and seeing how you feel about that.

    Forge On!
    -CaptainHotDaddy
     
    #1 SkyMan EvoLV3d, Feb 9, 2015
    Last edited: Feb 9, 2015
  8. MarcoStyleNL

    MarcoStyleNL Legendary

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    Thanks for the feedback, I have fixed the ramp in version 1.2.1 among with some other suggestions people have made! I really feel like the map is shaping out as the best it could!
     
    #1 MarcoStyleNL, Feb 10, 2015
    Last edited: Feb 15, 2015
  9. AlexJ189

    AlexJ189 Octane Racing

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    Is the name "Alexis" a referance to anything? A certain Arsenal player perhaps?
     
  10. MarcoStyleNL

    MarcoStyleNL Legendary

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    Nah, I just thought it was a nice name for some sort of arena style map.
     
  11. ChewierAlmond

    ChewierAlmond Legendary

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    The aesthetics on this map are outstanding, great work for your first map!
     
    SkyMan EvoLV3d likes this.
  12. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    I can see why you didn't get many complaints about the map. It doesn't really do anything 'wrong' per se. It's just missing the dynamic play (I realize that's a vague term, but it's the best I can do) that great maps have. It doesn't give players much opportunity to outplay each other through creative movement. Matches mostly come down to who's shooting the best.

    I love all the little angles you've built into the map. The main thing that I felt lacking was major elevation changes. There is a major elevation change between the lowest level and the top level, but there is so much overlap that a person at the highest level will basically never be engaged in battle with a person on the bottom level. Reducing the amount of overlap on the side that has a lower level would help out. You could add a higher level to the map too.

    I personally really enjoyed the theme of the map. I think you pulled it off quite well. I was somehow immersed even though I couldn't sprint. :p

    Alexis is really a solid effort considering how much experience you have.
     
    SkyMan EvoLV3d and MarcoStyleNL like this.
  13. MarcoStyleNL

    MarcoStyleNL Legendary

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    I just read this (I know long time ago) and thanks for the feedback.

    From what I'm getting is that the map lacks verticality and that players are always drawn to the same place which is ideally not what a good map does. When I made this map I had one of my favorite maps from halo 3 'Guardians' in mind where it also mostly came down to outplaying the other player with gunfights and not so much with positioning.

    I'll take this in mind though next time I make a map! thanks.
     
    SkyMan EvoLV3d and a Chunk like this.

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