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Discussion in 'Reach Competitive Maps' started by Shad0w Viper, Nov 29, 2010.

  1. dishonestpirate

    dishonestpirate Forerunner

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    Wow.

    Just got a chance to run through this and all I can say is wow. I love it.
    It will take a few playings to get it down and be able to orient yourself quikcly but other than that I love this. (really not anything us forgers can do about the same generic building materials)

    I will be slipping this into my customs rotation. Good work.
     
  2. Shad0w Viper

    Shad0w Viper YOU'RE GOING TO LOVE ME!!!
    Forge Critic Senior Member

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    Version 1.2 is now released. Changes include

    -Improved spawning in CTF
    -Improved spawning in Stockpile
    -Improved side identification
    -Concussion rifle respawn times increased
    -All known z-fighting fixed

    Thanks for all the feedback guys, as always I'm open to any and all suggestions for improvements.

    Thanks :)
     
  3. SecretSchnitzel

    SecretSchnitzel Donald Trump
    Forge Critic Senior Member

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    Well crud, looks like I need to go all the way back to the first page and click the download link. Way to go Shad0w, make me actually put forth some effort to DL your new version. :p
     
  4. Shad0w Viper

    Shad0w Viper YOU'RE GOING TO LOVE ME!!!
    Forge Critic Senior Member

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    It's right there.
     
  5. SecretSchnitzel

    SecretSchnitzel Donald Trump
    Forge Critic Senior Member

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    Obvious link wasn't obvious enough. :(
    Yeah, I pretty much failed right there.
     
  6. superguh007

    superguh007 Ancient
    Senior Member

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    Well, sorry in advance. I played this game with my friends last night, first 2 player, then 4 player split screen ffa. There were issues.

    -The game lagged itself into oblivion, even more so than the much larger map we played beforehand, so object density is just too high for split screen. This isn't really your fault too much. It's an ambitious design and Reach's engine can't handle complex Forge maps, we all know that by now.
    -Orientation was a major problem. On my 3rd game of the map, the aforementioned 4p ffa, I understood the layout, but often couldn't grasp where in the layout I was when looking at my screen. All four of us playing just ran around aimlessly, fighting whomever we happened to run into. I understand the orientation problem was probably exasperated by split screen. Obviously the lights, if they exist, didn't render, and all textures were low resolution, but I felt like the biggest problem was the installation feeling of the map. That is, most of the rooms felt too similar, and because they were enclosed there wasn't any contrast between nature/background and gray walls to facilitate orientation.
    -Last and definitely least, one of my friends got stuck in the lift when he tried to go back down it. Consider adding a one-way or a small ledge.

    All that said, I am very impressed by the design itself. It has excellent flow; like someone said it felt natural moving between areas on the map. Additionally the weapon selection is balanced and fun. The aesthetics are coherent and nice, when they aren't lagging the engine to hell and back.
    Anyway, in sum I think the map is well thought out, but unfortunately not brilliantly implemented. The biggest shame is that there's probably not too much you can do at this stage to fix the problems I had with it, but hopefully the thoughts are helpful for your next venture.
     
    #26 superguh007, Jan 9, 2011
    Last edited: Jan 9, 2011
  7. wi1lywonka

    wi1lywonka Ancient
    Senior Member

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    I played on this, it was pretty awesome. It was a while back, so I don't remember my gripes, but I feel like it was something about the gravlift trapping you sometimes. I love the aesthetics, and the varied level heights is great. Reminds me of citadel.
     
  8. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    You already know how great your flow is, so I'll praise you on your spawns. It seemed like I always spawned in just the right place to know where the other team was and I never was spawn killed. The clusters of spawns seemed a good idea, so I tried that and making respawn zones cover the teams half of the map and it seemed to work well, so thanks for the insight. I haven't yet played a large game on the map, so I don't know about lag, but your map is about the size of mine and I have lag problems as well. Great job on the map, will keep this one for awhile.
     
  9. vesicles

    vesicles Forerunner

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    I dont care how corrupt you are. If this is what corruption spews forth then give me anarchy!
    This is an excellent platform. Moving around the map I quickly got the feeling that if my eyes werent moving then I was being watched. Very nice layout, so easy to get around, hands down an excellent slayer map (why isnt this already in MM?). Not only me, but my friends ALL liked this map, great first impression certainly. Thank you for this.

    (i've already even seen players taking this and editing it for their own games, superkudo)
     
    #29 vesicles, Jan 18, 2011
    Last edited: Jan 18, 2011

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