Cogent Addendum

Discussion in 'Reach Competitive Maps' started by WhackyGordon, Nov 22, 2010.

  1. WhackyGordon

    WhackyGordon Forerunner

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    Cogent Addendum is an asymmetrical team slayer and objective map.
    *This is an early revision - updates will be released pending further testing*

    First off, the view from the middle of the map;
    [​IMG]


    And the view from green end;
    [​IMG]


    The man-cannons are stylized with arrows to reduce the space they take up.
    [​IMG]

    And lastly, the semi-submerged section of the map, the purple area;
    [​IMG]

    Meaningful feedback is very much appreciated :)

    [br][/br]
    Edited by merge:


    Should I come up with a better name?

    [EDIT: Added structure -- need to add more spawns and weapons]
     
    #1 WhackyGordon, Nov 22, 2010
    Last edited: Dec 9, 2010
  2. Weremidget

    Weremidget Ancient
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    Just ran a forge-through, here are some thoughts:

    Your forging ability is sound, everything is nicely made and it has a pretty cool aesthetic to it. The other aspects of the map all need a bit of work.

    My first thought upon spawning was "Ack, a filter", and my second was "Aeii, a wall". You've got to put a lot of thought into spawn locations, and that Red Starting Point placed directly in front of the pillar thing there is the biggest annoyance at the start of a game. At least shift the point to the back of that platform so the player can see past the pillar. The filter is up to you but a lot of people find them distracting.

    The map is a strange combination of cramped and confusing, and lengthy and linear. The purple submerged section has a great atmosphere to it, but it's too deep and too linear for my liking. When sprinting through it you get this really annoying jump back and forth between having your head submerged and above the water level.

    All the shield doors, the dead-end bunkers and teleporters make this map deceptively difficult to understand and map out. There's a lot of it, and a lot of innovation, and I've decided I like the way the teleporters work, but it is confusing and kinda convoluted.

    There are a lot of power weapons. A Shotgun, Beam Rifle, Sniper Rifle and arguably a Grenade Launcher and Concussion Rifle. You need to make some cuts there - the map simply isn't big enough to house them all in any reasonable state. If a player always has a power weapon available to him at its spawn point then, to me, that map has too many power weapons.

    There are a few too many dead-ends and hidey-holes made from bunkers of various types. Most of them aren't too offensive due to being obvious grenade deathtraps, but dead-ends are still to be avoided when possible. Particularly nasty is the one at the Shotgun spawn. Having a Shotgun in a campable bunker with one entrance to it via a teleporter is asking for trouble. I recognise that you've made an effort with the explosives in there, but it's still a bad idea. Shield doors also make for some sticky dead-end kind of areas. They're usable, but you have to put thought into their locations.

    I love the mancannons and where they are. That was a neat idea. The back ridge that they propel you to has some bumps though.

    Respawn Points, like Starting Points, appear in places to be placed with a little less thought than is necessary. Consider practicality in-game rather than symmetry in Forge when placing these. And I'm pretty sure the respawn points against the wall in the purple area won't work but I could be wrong.


    The name's kinda weird. I would try to think up something that suits the map without being corny or overly obscure. Something simple that's easy to say and memorable. I got no ideas though :/

    Aaaand yeah. Those were my impressions from a Forge-through. Sorry if I sound harsh and feel free to yell at me for giving too much feedback without a proper test. Like I said, neatly forged for the most part, some pretty neat stuff, just needs tidied in a few areas. I like the layout, but a few of the more gimmicky aspects ruin it. Probably pretty fun for 1v1 and maybe 2v2 if the spawns were done right.

    Good job overall.
     
    #2 Weremidget, Nov 23, 2010
    Last edited: Nov 23, 2010
  3. WhackyGordon

    WhackyGordon Forerunner

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    Thanks for checking it out, and thanks for posting too :D
    I always feel like I'm being too cheap with weapons, so I tried to place a few more than I usually would. I was thinking of losing the concussion rifle, and maybe the focus beam.
    As far as the shotty spawn goes, I wasn't sure if I wanted to keep that bunker or not - I thought putting a shotgun there might motivate people to grab it and drop down. I'm considering reworking it and the two dead-end bunkers into a top-level tunnel system.
    As far as spawns go, yeah, I haven't put any real time into them yet - just threw down the rough out of where I figured they ought to be - totally forgot to come back and fix them - that red spawn wasn't supposed to be there - I meant to move it back - I built the post while I was setting up for ctf or assault, and that spawn is labeled as something else lol
    As far as the purple room goes, adding a floor and maybe a central structure of some description help you figure?
    I'll see about doing some work on it tonight. Thanks again for your input :D
     
  4. Weremidget

    Weremidget Ancient
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    No problem at all, man.

    A higher floor in the purple room would definitely help. The water's fine, just as long as the player's never totally submerged under it.
     

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