Retroactive

Discussion in 'Reach Competitive Maps' started by Col Keller, Nov 5, 2010.

  1. Col Keller

    Col Keller Ancient
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    Yes sir. that is why Bungie strongly suggested people to install reach to there hard drive.
     
  2. rusty eagle

    rusty eagle Ancient
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    Enjoyment:

    This map is a lot of fun to play on. It's tactical in it's approach. I like the spacious room to room conflict so that each room has good mid range fights. I did feel that players had to go a little out of there way to get to where they wanted, but only a little. My favorite part to the map are the central fights when both teams push for rockets and OS.

    It ain't leavin my hard drive. 9/10

    Balance:

    I didn't find that one area was overpowering, but I did feel like the long ramp at each base was left without too many options. I'd like to see that ramp broken up into two smaller ramps and a mid level added with a window. Less people will sit behind mid-battle. A window would also give a staging area to regain the top positions in each base while giving that miniature 'Alamo' that I feel the base needs.

    A few improvements... 7/10

    Durability:

    There is some forge lag, but I see you've swapped out some pieces to reduce the amount of objects on screen. I think there's further improvements you could make. The quick jumps are kinda sucky. Angled quick jumps are harder to pull off when the player's momentum is angled as well. They need to be flat so that players can easily use them.

    It tain't broken 8/10

    Aesthetics:

    Nothing impressive stands out in the map, but the map itself is impressive. I think you did a great job of keeping a unified look in your map to immerse the player in it. I'm also orientated off of spawn where I am in the map. There's a few little tweaks to some of the walls that could be made so that players don't slide up them. The roof sucks though. I know the only way to adjust that is by lowering the whole map, but well you didn't need to build it that high up in the first place.

    8/10

    Originality:

    It's pretty frickin original. It's inversely symmetric, but has a couple of neutral points, which is always hard to pull off.

    9/10.

    All together an 8/10. Well done. A tip of the hat to you! I think there are few other improvements that could be made. None of them would vastly change game play, but would help with player psychology.
     
  3. Col Keller

    Col Keller Ancient
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    Rusty, I know our we had our little chat about the whole player philosophy and how your claustrophobic in my map. =P but in reality some of the changes you recommended would make me reforge the entire map again. And at this point I am just not ready to do that. I have already made this map countless times and I just want to wipe my hands clean of it.

    But in the future if i ever decide to renovate Retroactive most of the stuff you talked about would be addressed. And if forge wasn't so limited i would defiantly have done things differently. ONLY IF...

    To address low ceilings... Its more for splash damage then anything else. Because the higher level or elevation is so powerful, the ceilings provide a way to balance that area. If you didn't notice during game play one of the main reasons the top isn't extremely dominate is because the splash damage of grenades and rockets. You can always flush out a person up high by bouncing a well placed grenade off of the ceiling and planting it at there feet.

    Being higher up provides a natural cover with the floor because the opponent can just back up and get out of the way... The ceilings kinda counter balance that. Especially with the gernades as powerful as they are in reach.

    [br][/br]
    Edited by merge:


    im going to be gone this weekend so if anyone has anything they need to let me know about Retro or my maps in general just message me. I probably wont get back to you till Sunday night though.

    Also i want to thank everyone for there support and feedback so far.
     
    #23 Col Keller, Nov 12, 2010
    Last edited: Nov 12, 2010
  4. Titmar

    Titmar Le Mar du Teet
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    played a little casual 2v2v1 on this.
    it was highly enjoyable.

    your layout is simple, intuitive, and aesthetically pleasing.
    it took a very short span of time to understand the map,
    weapon locations, and flow.

    looking forward to getting more games in on it. great job.
     
  5. Col Keller

    Col Keller Ancient
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    That was one of the main goals i tried to give myself for Retroactive. Having a simple layout and making it easy for the player to understand the movement around the map is vital to any map design.

    In my opinion if a player cannot make a mental picture of the map within 5 mins of playing on it, your over complicating the map
     
  6. IH8YourGamerTag

    IH8YourGamerTag Forerunner

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    beautiful, stunning, superbly executed 4v4 map.
     
  7. kingcole225

    kingcole225 Ancient
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    At first when I saw this on the forgehub favorites I thought to myself, "this doesn't look that great". But I trusted forgehub and took a look and I have to say this map looks very well put together. It is clear you spent a lot of time on this map from the sheer look of it. This is a definite DL
     
  8. Sethiroth87

    Sethiroth87 Ancient
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    I am vary glad to have been apart of this map and it history. The map has came a long way and i love seeing it evolve and become something great and not just some forge map. I cant wait for Lucidity and i hope that you ask me for major feedback on that map also :)
     
  9. Keg

    Keg Forerunner

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    this is hands down the best map i have seen so far
     
  10. NME

    NME Forerunner

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    cant wait to play test this map out. looks like allot of fun.
     
  11. timmypanic

    timmypanic Forerunner
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    Wow this map is awesome! Looks really playable and it plays as well as it looks. Great job on this map...can see u put a load of work into your map . The rocks are placed perfectly and works well in the map aesthetics. And I like the map lay out and weapons placement too!
     
  12. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    I downloaded this map and forged through it. The map on paper looks good, but it is too small and enclosed for my liking. Also, your use of team specific respawn points I think will encourage spawn killing.
     
  13. Col Keller

    Col Keller Ancient
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    just try a 4v4 CTF before you judge. trust me when i say i wouldn't release a map with problems like mass spawn killing.
     
  14. yomilo

    yomilo Forerunner

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    Kudos for the cheesy Matrix effect in you video...

    And congrants on you feature on ForgeHub. I am goign back home this winter and problably I am gonna play your map with my friends very often...

    LAN Party Weekends yeeaah \,,/,
     
  15. Col Keller

    Col Keller Ancient
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    Version 9 is officially released, and for those of you that still show some love for version 8 i kept it in my fileshare
     
  16. Royal Kiba

    Royal Kiba Forerunner

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    sweet look

    This map looks amazing but i can't give true feed back till i play it will download and look at it.
     
  17. BedCedric

    BedCedric Forerunner
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    A rare good map! The use of forge pieces is awesome. It looks remarkably well made and must be in Matchmaking =)
    Good job!!!!
     
    #37 BedCedric, Jan 23, 2011
    Last edited: Jan 24, 2011
  18. ProfessorPoison

    ProfessorPoison Forerunner

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    this map looks amazing, ive been wanting to make a map like this ever since the game came out! and the aesthetics are perfect. i think this is a hell of a lot better than the maps bungie chose to put online!
     
  19. Col Keller

    Col Keller Ancient
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    updated first post to finally reflect the current version
     
  20. Shik

    Shik Forerunner

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    This looks amazing, from what everybody is saying I'm going to give it a download. I'm loving the look of the center of the map, makes me feel like an out door sword base, and I'm diggin the platform on the floor.

    West Allis, WI? You live a mile away from me lol..
     

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