WaterWorld

Discussion in 'Reach Competitive Maps' started by The Csem, Nov 28, 2010.

  1. The Csem

    The Csem Forerunner

    Messages:
    8
    Likes Received:
    0
    WaterWorld

    A Unique Multi-level environment with different combat areas such as on rocky ledges, on rooftops, across bridges, and in the water. The map has been design for Team Slayer, Multi-Team (2 players per team), FFA Slayer, One Flag CTF, and Infection. It plays well on each game type and has slight variations in the map for them.
    It has had multiple tests and modifications and while there are a couple camping spots, they are easily penetrated.

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    KEEP IT CLEAN

    Enjoy
     
    #1 The Csem, Nov 28, 2010
    Last edited: Nov 28, 2010
  2. The Con

    The Con Forerunner

    Messages:
    1
    Likes Received:
    0
    sweet map i enjoyed the underwater fighting and i like how you did the elevator, 5/5 for gameplay and design
     
  3. Cowco231

    Cowco231 Forerunner

    Messages:
    8
    Likes Received:
    0
    looks good, but i would really remove the coliseum walls and use soft and hard killzones, and then add railings and other things to show the boundry line
     
  4. Antares777x

    Antares777x Forerunner
    Senior Member

    Messages:
    168
    Likes Received:
    0
    The underwater idea is a terrible idea for slayer. It screws up line of sight and prevents people from shooting back against anyone on higher ground than themselves.

    There is frame rate lag at the gravity lift by blue base. I think if you fi the Z fighting, this will rectify itself.

    There is Z fighting in several different locations. Z fighting is when two objects are merged together and fight to be seen. This can easily be fixed by going into fine edit (Zoom + hold R3/crouch). In fine edit, when you move the object, it is moved much more precisely.

    You're idea of power weapons is flawed. Spawn timers for your power weapons need to be increased over 30 seconds. Also, weapons cannot be set to fixed or phased physics because once they are picked up, when they are dropped, they don't fall to the ground. The Fuel Rod is fixed; there may be more but that was the only one that I found. In particular, here's a few things to keep in mind. Three shotguns is overdoing it. Two is okay, any more is too much. 120s + 1 extra clip if you're going to have two. If you're going to have one, it can be 120s + 1 extra clip or 180s + 2 extra clips. Same goes for the Sniper Rifle. The Fuel Rod is debatably the most powerful weapon in multiplayer. It's a one shot kill weapon with five shots per clip. Don't have anymore than one extra clip for this weapon and it should always be on a 180s timer. The Grenade Launcher's spawn time varies with the amount of extra clips. The Plasma Launcher's spawn time should be 180 or 150.

    The teleporters all being linked to one another destroys map flow and orientation. If you go in a teleporter, you need to know where it leads and not get some random location. Either link certain teleporters to one another or just get rid of all them.

    The gravity lifts provide too much movement on this map. One particular gravity lift I used when examining your map brought me form one side to the other by just jumping and bouncing off the surface that it lands on.

    If you want more feedback from me, or if I wasn't specific enough, send me a PM and I can clarify anything that you need me to.
     
  5. The Csem

    The Csem Forerunner

    Messages:
    8
    Likes Received:
    0
    i appreciate your feedback it was very helpful i will see to it that i fix all of the errors mentioned and i will keep them in mind for the future. on the subject of gravity lifts, i purposefully designed the one that you can cross the map with as it allows to go to 2 different locations and it is convenient for getting across the map. Also the underwater fighting is not meant to be easy, it is meant to be difficult otherwise it wouldn't be fun.
     
  6. KdiscKforge

    KdiscKforge Ancient
    Senior Member

    Messages:
    70
    Likes Received:
    0
    I have played this map and it works quite well. It gets better after a play or two. Personally I like the walls and ceiling to enclose all game play, I like not knowing where I am on forge-world. Good Work.
     
  7. ProfessorFox

    ProfessorFox Ancient
    Senior Member

    Messages:
    29
    Likes Received:
    0
    i dont mean to accuse or anything, but my map is also called water world, has underwater fighting (hence the name) and was posted on forgehub several weeks ago. I dont want to jump to any conclusions, but did some sort of "inspiration" come from it? heres the link:http://www.forgehub.com/forum/reach-competitive-maps/112891-water-world.html just wondering, even though I've gotten a few less veiws than you.
     
  8. Dur

    Dur Forerunner

    Messages:
    3
    Likes Received:
    0
    Just downloaded. Will give my feedback after I play it. Looks good so far. I am a sucker for water gameplay.
     

Share This Page