As always, I have prided myself on my maps no matter how much I worked on them. This map is no other story, now having an almost equal number of days from conception to posting as some of my pre-mythic maps, even though it is much easier to buld maps on sandbox. And now I present to you, my first attempt at making a map to submit to atlas; The Architecht! Made for rumble pit, team doubles, and team slayer. Backstory After the prophets' rise to power, things took a turn for the worse. Starting with their discovery of the architecht; an ancient forerunner temple containing information on the halo rings and shield worlds. With this newfound information to support their sacred journey, they became deep-seated heirarchs lustful for power. The UNSC recently received radio signals originating from the desolate temple and with options running short in the war with the covenant, chose to send a ship to investigate in hopes of gleaning the prophets' plans. Weapons list Spoiler Battle rifle x2 45 sec. 1 spare clip Mauler x2 45 sec. 0 spare clips Beam rifle x1 150 sec. Plasma rifle x2 45 sec. Plasma pistol x1 30 sec. Brute shot x1 60 sec. 2 spare clips Gravity hammer x1 120 sec. Only for symmetric games. Energy sword x1 120 sec. Only for asymmetric games. Power drain x1 120 sec. Regenerator x2 180 sec. Spike grenade x4 30 sec. Plasma grenade x7 30 sec. Fragmentation grenade x5 10 sec. Overshield x1 180 sec. Active camo x1 180 sec. Only for asymmetric games. Ghost x1 60 sec. Only for symmetric games. Pictures Spoiler Overview-ish One of the "bases" Sniper spawn Overshield The gemini inspired teleporter knooks One of the side "catwalks" Assymmetric games: Spoiler Symmetric games: Spoiler Disclaimers: A good majority of the outer catwalks is not interlocked, leading to the occaisional lost grenade, but it overall adds to the aesthetics making it to appear to have been built instead of carved out of a single giant rock. Do not complain about this or I will deem everything you post complete nonsense This map does NOT support any form of territories or the escort variant of VIP at the moment. Every other gametype is supported, although it is better suited to some better than others. Suggested gametypes: Slayer, KOTH, Oddball, Team Slayer, Multi Flag Suggested Players: 2-8 Thanks and Credits All the angry testers - Thanks you for voicing the importance for railing, I added what I could... But not what could be considered enough by some. Public Servent - The widened walkway owes its existence to your suggestion. Given to Fly - Thanks for your continued support on the map. Anyone else I forgot - Thanks There are two easter eggs on the map... they are both in honor of bungie. Action shots! Spoiler All of these screenshots are from a non-current version If you have absolutely any spawning issues, let me know. In case you missed the linked banner, Download The Architecht
Yay it's done. I'll download and forgethrough and make a more detailed post if I can find anything to criticise. From the pics it looks like a great FFA map.
Err wow.. Normally when I look at pictures in a map post, I'll skim through them pretty quickly. However, upon opening your picture spoiler. I must have spent 2 full minutes looking at the first pciture just checking out all the amazing stuctures and the general layout. The layout is absolutely fantastic. I'll DL and play when I get a chance, will edit this post later with my feedback.
Thanks, I put a lot of effort into the map to make it have the intracacy of a classic halo 2 map. D4rk 3ncrypt3er, you obviously failed to read my whole post. Your railing comment is going to be ignored, I did my best to add some to the map without having to remove supported gametypes or other things. Everyone else who fails to read the post and read that, I will not even aknowlege your post.
That is spam as well On to my review. Before I start, I would like to point out that my review is completely justified, because everything that is wrong with the map, I told the map maker about before he posted it, and even how to fix it, yet he ignored me. The major thing I do not understand is why, after countless pleas from myself, and all of the other testers present in the test session to get rid of the ghost, you decided to keep it. The ghost is completely useless, considering how little room there is to manuever. This, paired with the fact that your map has absolutely NO rails, is a serious problem for your map. Which brings me to my second point: rails. Rails are COMPLETELY necessary for ANY competitive sky bubble map. I found myself falling off of the map by no fault of my own 5-6 times a game. This was especially painful because with people constantly swinging the gravity hammer, I found it more difficult to stay on the map than actualy kill the other team I am aware that you were close to the object limit, but I even told you which items your map could do without, and again, I was ignored. Another thing that I mentioned to you is that your map contains a lot of useless cover which I have taken the liberty of showing you in this picture: They are circled in white. If you were to get rid of these objects alone, you would be able to have rails. I understand that many of these objects are there for Aesthetic purposes, but Gameplay> Aesthetics is the golden rule I would now like to explain the poor lines of sight that you chose for your map. Again, I have chosen to show you a few main problems with the lines of sight. Stick figure= Spartain; White lines= what he can see. There are more that I could point out, but if you were to fix just those up, it would make a BIG difference. This brings me to the center stucture. The outside rim is very bumpy, and the bottom part under the Tin Cup is far to cramped, and difficult to get out of. Again, I understand that the middle structure may look good, but I cant stress enough that GAMEPLAY comes before Aethetics. Next, I would like to explain the faults in your weapon choice. You may not know this, but Halo 3 was a game that was made to play well with the gameplay element of the Battle Rifle. Without it, it is just a spam arena of SHOOT, BEAT DOWN.... SHOOT, BEATDOWN, which is never a good thing. Also, despite popular belief, removing clips from Battle Rifles is never good for gameplay. My Suggestion is to add more Battle Rifles, and make them have the default amount of clips. I already explained the problem with the Gravity Hammer: it makes people fall off of the map too often without rails. Lastly, I do not think that this map is good for a Beam Rifle, or any form of Sniper weapon for that matter. The reason being is the map contains long lines of sight, and it is too easy to dominate with the Beam Rifle, which was evident in most of the games that I played. Then there is your equipment choice. I personally felt that the map had too many regenerators, but unlike this is simply my opinion. Wether or not you choose to keep them is up to you. Next, I would like to show case this guide. It is good at explaining good grenade placement, and also explains why a competitive map should NEVER have more than 2 types of grenades (including the frags you spawn with) Overall I give this map a 1.5/5, and hope that in the future, you either choose to not use the Tester's guild, or actually be open to constructive criticism. PS. please understand that I do not explain how to fix maps in such detail for everyone, consider yourself lucky.
Rant On to my rant. Before I start, I would like to point out that my rant is completely justified, because everything that is wrong with the post, I told the poster about before he posted it (except his grammar), and even how I had insufficient funds or items to fix it, yet he ignored me. The major thing I do not understand is why, countless pleas came from you, and all of the other testers present in the test session to get rid of the ghost. The ghost is completely fine, considering how much room there is to manuever. This, paired with the fact that my map has barely any rails, is a nice counter offenseive on the ghost. Which brings me to my second point: Grammar. Grammar is COMPLETELY necessary for ANY piece of criticism. I found myself unable to comprehend some things 5-6 times. This was especially painful because with people constantly learning, I found it more difficult to read the post than to comment on it, I even told you what I couldn't do, but I was ignored. Another thing that I mentioned to you is that your map contains a lot of cover that could be deleted, yes, but would ruin the map if was deleted which I have taken the liberty of showing you in this picture: They are tinted in either purple (cover) or green (aesthetic to make the map not look absolutely retarded) If you were to get rid of these objects alone, you would be able to have no cover what so ever. I understand that many of these objects are there for Aesthetic purposes, but Gameplay> Aesthetics is the golden rule and cover is for gameplay. I would now like to explain the normal lines of sight that I chose for my map. Stick figure= stick figure; black and white area= representation of what he can see. This brings me to the center structure. The outside rim is as smooth as it will ever be, and the bottom part under the Tin Cup is cramped and difficult to get out of so that it isn't camped. Again, I understand that the middle structure may look good, but I cant stress enough that Aesthetics brings more replayablility. Next, I would like to explain the faults in your complaint choice. You may not know this, but Halo 3 was a game that was made to play well with the gameplay element of movement. Without it, it is just a spam arena of run at enemy, die, run at enemy, die, which is never a good thing. Also, despite popular belief, removing cover from maps is never good for gameplay. My Suggestion is to be quiet, and make the best of the map. I already explained the problem with complaining about the rails: it just angers me that that is the most frequently said thing about the map. Lastly, I do not think that your criticism helps for that matter. The reason being is the map has hit the object limit and I dont really feel like removing playable gametypes. Then there is your word choice. I personally felt that the post had too many errors, but this is simply my opinion. Whether or not you choose to keep them is up to you. Overall I give this post a 1.5/5, and hope that in the future, you either choose to not use stupid diagrams, or actually open your mind to the good of maps. PS. please understand that this map is made for ATLAS not forge hub.
1. Your map stands no chance in Atlas 2. Cover is useless if it is not used correctly 3. I fully explained how you could fix it, so don't say that you told me you couldn't 4. Stop trying to be like X5 EDIT: please don't be so defensive, it is CONSTRUCTIVE CRITICISM. If you don't want it, don't post it on forgehub. After all, the map was for atlas anyway right?
I don't really want to be like anyone else, or x5 whomever they may be. And my counter numbers: 1. Look at 90% of the maps on matchmaking in rumble pit, that 90% is much much worse than this map. 2. Cover is useless if not used correctly, however I know how to not make cover but I make structures and parts of my map itself that serve multiple purposes; one of which is to provide cover. 3. You did fully explain to me how to fix the lack of rails, however that would cause the deletion of the big columns, all the obelisks, all the fins. And you say that I need cover, Ha, what you suggested was to pretty much delete anything that served as cover. 4. Once again I like who I am and I don't intend to be like whomever x5 is. I do believe that if someone posted on something you made with absolutely nothing good to say about the map, that you would become defensive. And with that said, if you have nothing good to say about the map please seize to post on it.
Actually, I dont think its proper to judge a map by its pictures. Or to go in depth with constructive criticism went most likely you never played the map. You arent actually standing on the map as a 7 foot spartan, looking in the directions that you assume are lines of sight. Your post was in a way inappropriate because you did take the time to give critisim, but you did in under the assumption of looking at screenshots...Which is a little rude. The map looks cool and the extra touc of aesthetics around the tin cup look very nice. The map flow looks okay, the design of the map looks good based on the shots. I guess the ghost could serve well on the map, I hope you tested that out as well. ITs good enough for a download, so Ill check it out to get a better feel on the map. EDIT: The map really does need railings. I agree dude. We died 50% of the time from falling off..
Thanks man, I put a bunch of effort into this and planned on submitting it to atlass but assholes like that that made stupid comments about it made me change my mind, so I'm working on something different for atlas which has railing even though it has absolutely no need for it. And about the lines of sight, there are supposed to be a lot on the walkways, making them very vulnerable but a quick way to the camo or ghost.
I will download the map and take a look at it in forge tonight when I get home. I will agree with the previous poster and say that if you are trying to get it into Atlas you would worry more about gameplay then astetics. The map is vey nice looking and I honestly don't see anything wrong with the sight lines from the pics. I would suggest the "n00b rails" ( yes, i read your post, you can take it or leave it) as there is nothing more frustrating then falling off a map in skybox during a game from over straffing or what not. I'll try to give you more feedback when I load it up in forge though.
Dude, this map is awesome. It's unique in that overhead you can see the Bungie Symbol. This map has great designing and crafting, I'd easily give it a 4/5.
So let me get this straight, anybody who comments negatively and points out the problems with the map (which most of the problems pointed out are completely legitimate) they are automatically an asshole? First things first, get rid of the ghost. There is absolutely no purpose for it on this map what so ever, save being an easy kill from another player (every time I made an attempt to use it, I never got a single kill.) Next up, Battle Rifles. Halo 3, whether you want it to or not, is a game about the Battle Rifle. You even said yourself that the outer area has long sight lines but having a scarce amount of Battle Rifles completely contradicts your logic. Even if there is Carbines on this map, nobody really uses them because with all do respect, most people would rather use an Assault Rifle than a Carbine any day. The best advice I can give you is to place Battle Rifles onto this map to actually take advantage of the long sight lines. You don't even need that many for the size of this map, at most, you could probably make do with just three or four (depending on how many Carbine's there are on this map.) Next up, the Beam Rifle. If you really must have a Sniper Rifle on this map at least make it a human Sniper with maybe one or possibly zero spare clips seeing as how overpowered it is. On a map that lacks railings such as this, a Gravity Hammer completely ruins the gameplay because of the amount of kills someone could get just by hitting it once. A Sword, Shotgun, or even possibly a Rocket Launcher would work way better for this map. Now on to the final, most important part: Railings. The truth is, nobody will like play this map and enjoy it without it having railings (at least, a good 70% of people wont.) When you're strafing with a weapon, or running sideways during a firefight on this map, you fall off. A lot. The game isn't fun if 30% of the gameplay involves falling off the ****ing map. Honestly, my best and most valuable advice I could give you is too stop being an elitist ****head about your map and actually take other peoples criticism into account. The people giving you criticism are the people who play your map and if they ain't happy, then ain't nobody happy. Period.
It is true that gameplay plays a bigger factor for matchmaking maps, but this has very unique gameplay that keeps you on your toes because of the possibility of falling. Also I put equal focus into aesthetics and gameplay as when I made something I made sure it looked good and worked good. Additionally the lack of rails pushes more combat to the central area making the outer areas crucial to winning but very difficult to keep control of. Trust me, this map is very thought out, everything has a purpose. And thanks to all of you, the map is finally getting some attention from intelligent people. Edit: scobra, I do not appreciate your language here. Also read the damned post before you say something like it needs a sword, it has one in asymmetric games, also the ghost is only there for goddamn symmetric games, ****tard... If you have something to say about the map at least make sure that the map doesn't already have it, quite obviously you haven't played the map so download it, play it, then you can say it sucks if you still think it does because then at least you wouldn't be basing everything off of the pictures. And no, not everyone who says something bad is an asshole, some of them are just stupid, why you ask? Well, I'd like to know why they are so ridiculously stupid too.
I can tell the map was thought out. I would not have commented on it at all if i didn't think there was potential in it being a great map. I understand the push to middle, but fighting should occur over the entire map, even if the push is going to the middle. It is not to say that you need to put "n00b rails" all over the entire map, but add them to where they make sense. Walkways that are not wide and corners are frustrating without them as most people either strafe or jump when engaged in battle. It is really up to you in the end, but I can tell you this, if I run it in customs most of the people I play with will complain about it. I base this on the other maps that we have played in the past that did not keep the game playin mind but had a great "look" to it. i have seen some of the most beautiful maps on here and when it came to came play they stunk for lack of a better word. If critisism is not easy for you, Atlas will be a true test I can assure you. They have people in there just roaming around to pick things apart. Good luck to you either way.
Oh, fighting is centralized but it happens everywhere. But I've given up on getting this in matchmaking, I'm working on something else that better get in, if it doesn't I'm stopping forging altogether. I should have a preview post up sometime or if you want to see it now send me a friend request over live.
Okay i have to say i love this layout, i have read all this rant bull and arguing and have to say this. The Aesthetics are for cover, i haven't played it so i can't comment to fully on game play but from the pictures the sight lines look fine. The rails okay ya people like them but i think its a little thing called skill that keeps you from falling off. And no offense but anyone will use a carbine over an AR anyday, let me see a weapons semi close to a Br with twice the range of an Ar with less shots to kill. Why not use it. I agree on the sniper aspect its too open to have any long range weapon. I honestly think the maps is very beautiful and looks as if it will play well. At RC, the map is good but he did have some points that need to be taken into consideration. The part where you were saying the center rim is as smooth as it will ever be. I tell you this from first hand experience, it is a pain in the ass but you can always always make it smoother. It just takes trying alot of different techniques and stacking random **** to make it happen. Other than that i love this map, it will be on my dl que and if you ever have a game night on it or anything send me a message and i will join in.
Danke, I am serious about it being as smooth as I can get it, I tried many other ways but that was the smoothest. Also its not even noticable because its very unlikely you will walk around that edge enough to notice it ingame. While my map preview for Ragnarok is not up send me a message or friend request over live and ill show it to you.
I completley agree with Dow. Why are you on this website when you don't accept the help you are offered. The objects Dow high-lighted could easily be removed, you even contradicted yourself by highlighting them green and stating they were there to stop the map looking retarded. This confirms they are merely there for looks. Gameplay > looks. Post in the aesthetic section if you truly dont give a crap if the gameplay has people pulling their hair out. A ghost on map is ridiculous and you try to use it as a way to justify the lack of railings. You said the ghost was fine. Fine is not essential and people don't want to play maps that lack the essentials but include the pointless. Two of the lights could also be removed for more objects and money. I honestley hope this won't get accepted for MM, until you actually accept there are flaws that have to be fixed and address them. Then this map could actually stand out. Don't get me wrong it has potential but it seems you don't want it to reach that. Also I don't care if my grammar is bad, please refrain from telling me it is, as it has nothing to do with the map.
I'm not gonna ***** about the Beam Rifle or BRs, personally I like the lack of BRs, but this maps really needs some ficking railings. The best Sky-bubble map I've seen on MM is Cubed. And guess what is has? RAILINGS! Don't go whinning about how it changes up gameplay or some crap because it doesn't. You can still fall off cubed if your not careful, you just don't do it every ten seconds, or more accuratly, every shootout that takes place with a guy halfway across the friggin map. Hell, you don't even need total coverage by your railings. Just leave the gaps small enough to not be annoying to the players. Also, I found the wood bridges are grat for smoothing out flooring.