Turbine

Discussion in 'Reach Competitive Maps' started by GeekNeff, Apr 15, 2011.

  1. GeekNeff

    GeekNeff Forerunner

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    Turbine
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    Turbine is a simple map aiming at multi-level combat and a fluid "roundabout" feel to it. My aim was to give players a good circular path to run while also giving them the options to deviate and create their own fluid style of playing, being able to run from one part of the map to the next with ease, while also giving proper choke areas and heavy combat sections.

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    Change-log:

    [1.0] Basic structure, rough weapon spawn areas.
    [1.1] Structure and flow revisions, detail work and rough player spawns.
    [1.2] Slayer, Multi-Team, Team Slayer, King of the Hill, and Crazy King objectives and requirements. Weapon and player spawn revision. First release.
    [1.3] Stockpile and Headhunter flag spawns and capture zones. Unsupported in this version.
    [1.4] Added gametypes: Stockpile, Headhunter, and Infection. Fixed all other compatible gametypes. Revised bugs in safe areas and spawning

    Next Version:
    [1.5] Bugs and flow revision.


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    Please leave me as much comments and criticism as you can if you test or plan to test Turbine. I will update the download link and this post for future versions of this map.

    Adding more pics soon!
     
    #1 GeekNeff, Apr 15, 2011
    Last edited: Apr 23, 2011
  2. D0NTSH0OTME

    D0NTSH0OTME Forerunner

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    More pics please!

    I like cupcakes.
     
  3. Thom Barbarossa

    Thom Barbarossa Ancient
    Senior Member

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    I think the structers look very nice from the pictures, and the idea of forging over the gap on the island i would probly would have never of that. I think you need more pictures so we can see the other structers better.
     
  4. GeekNeff

    GeekNeff Forerunner

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    Update!
    [|:::///:::///:::///:::///:::///:::///:::|]
    Changelog
    [1.4] Added gametypes: Stockpile, Headhunter, and Infection. Fixed all other compatible gametypes. Revised bugs in safe areas and spawning
    [|:::///:::///:::///:::///:::///:::///:::|]
    Adding in more pictures soon! Please leave any comments if you have already downloaded a previous version. I really need the feedback!
     
  5. Tedium

    Tedium Lead Writer
    Senior Member

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    Turbine



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    A good map establishes two or more areas to which each team rushes at the very start. By doing this the players forgo the tedious stage of searching for enemies to kill. In Turbine, players can either rush for the Sniper rifle on the opposite side of the map, or choose to kill those who chose the former. This is made possible because the path to the power weapon is more exposed, and therefore more dangerous for players to walk through.

    Two towers on either side of the relatively small map provide a good vantage point over the center of the map, but also a counter-sniping area against the opposing tower. The paths from the lower area which lead up to each tower are another way to overthrow their occupants. However these paths can sometimes be awkward to traverse because of their narrow and messy nature.

    Turbine has the atmosphere of a great professional map. Everything in the map flows naturally because of the circular shape, and teleporters link one end of the map with the other. Unfortunately the locations of the teleporters are imbalanced and can therefore become the cause of some frustrating problems. The map would have been better off without them as they add nothing to the map and tend to frustrate the players who use them.

    Turbine works well as a competitive map, however its lack of unique ingenuity can make the gameplay grow stale quickly. It may be because the map is simply too small too add onto. Players will visit the same areas, use the same weapons and there is often no alternative. Perhaps if the map were larger it could rekindle some of the initial enjoyment.

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    One half of the Paradiso Island is set as the battlefield in Turbine. The map has been built well in order to keep the balance in a naturally asymmetrical area. For example, rocks have been placed in order to create a new path along an otherwise impassable cliff face while on the other side of the map there is a natural pathway already present. This is just one of many examples which maintain balance while expertly maintaining a reasonable layout.

    Unfortunately not all geographical differences could have been accounted for and there were structural imbalances as well. For example it would have been impossible to emulate the concealing effect of a tree’s foliage with an opaque block piece.

    Another downside is the different teleporters each team has. A teleporter located in the lower area of one side of the map has a two-way link with a teleporter near the tower of the other side. This means that one team can easily infiltrate and attack an enemy tower while the other team can only teleport from their tower to the ground. One side has a great advantage where the other has only a weakness.

    On either side of the map, each team should be in control of a tower building. However the intentional differences in each towers’ structures give the teams different tools to work with. One may have a window where the other doesn’t. Perhaps the increased space of one tower gives a team the extra mobility needed to dodge a grenade while the other tower would have sealed their deaths. This difference doesn’t present a huge problem in the map’s balance, but should still be something to take into consideration. And while the balance is affected, the variation across the line of symmetry keeps things mixed up and interesting with each game.

    There may be many small issues with the map, but in reality they don’t have too prominent an effect on the gameplay. All power weapons are perfectly distanced from each team’s initial spawn points, and all other assets are equally accessible. Those are the things which are the most important, and so give a high score overall.

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    Written by Robbieagray

    Unfortunately there are some methods to escape or take a shortcut around this map. Some of the terrain allows the players to skip past various routes. Some of the terrain also allows players to gain access to a few sniper positions. For example there is a pillar that stands by itself on top of the mountain. The top of this pillar can easily be accessed just by climbing the terrain behind it and then jumping from the ground to the pillar. While you are still out in the open you can snipe enemies from above with a great advantage.

    There are also a few hiding places that the player can use to his advantage in certain objective gametypes. For example one can sneak underneath the turbine with an oddball, hide down there and melee anyone that goes after him. Also someone can hide behind the outside teleporter which is a pain for zombies to have to deal with in infection as this spot can easily be guarded with either a shotgun or a sword.

    There are currently no respawn issues to worry about. All of the natural spawns are fairly spaced with the exception of the team initial spawn points, which are grouped together. Also there are very few (if any) of the spawn points are anyway near to a position to where a player can grab a weapon as soon as they spawn.

    Overall, Turbine is a well-made map. It is very well put together, however there are several ways a clever player can break the map and outwit his fellow players.

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    Turbine is an expert example of a map which achieves high levels of visual delight without overloading the players with intricate and ultimately unnecessary pieces of art. Players may find Turbine refreshing because of the decorated simplicity which not only makes things look pretty, but also has an air of humility to it.

    The creator has proved their aesthetic prowess through the decoration of the smaller areas such as cover, along the edges of platforms or the natural placement of rock pieces along the stony mountain walls. The natural shapes of each piece have been placed to complement each other well. It is safe to say that the map looks simply beautiful because of the geometrically pleasing placement of pieces. For example the creator has used a cover, crenellation piece to bridge the connection between a railing and a wall. The piece is roughly the mean size between the height of the railing and the height of the wall so acts as a suitable aesthetic transition while also doubling as functional cover. These geometrically pleasing placements are evident throughout the rest of the map.

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    It is uncommon to find a map as integrated into its environment as Turbine. The skill with which the map has been created is unique and has a clear personality within Turbine’s makeup. The map has used its place on the Paradise Island well by isolating specific ledges and finding symmetry in the area. This is clearly much more difficult that creating a custom old battlefield encased in coliseum walls.

    Simplicity is also a refreshing change. Fledgling forgers often make the mistake of either overcomplicating their maps with an excess of balconies or weapons, or opting for the last route of providing almost no interesting playing space. Turbine stands out because it has achieved a good balance between the two.

    Although there are many small aspects which are in Turbine’s favor nothing in particular may stand out to the player. The basic fundamentals are good, but such things will only appeal to fellow forgers. For the less critical player, who cares only for the thrill of the fight, Turbine is not too different from the next map out there.

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    Rating Multipliers

    [floatleft]Enjoyment:
    Balance:
    Durability:
    Aesthetic :
    Originality:
    [/floatleft]6 x 3.0 = 18 out of 30
    7 x 3.0 = 21
    out of 30
    8 x 1.5 = 12
    out of 15
    7 x 1.5 = 10.5
    out of 15
    6 x 1.0 = 6
    out of 10

    This is a very nice map. It’s smooth, it’s polished and it doesn’t play too badly either. This is definitely one to give a try.

    Final Score

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  6. GeekNeff

    GeekNeff Forerunner

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    Awesome! I'm actually surprised that I was able to get higher than a 5. Thank you for the great review, I'll make sure to tweak the map based on this review as soon as I can. Thanks again Tedium and Robbie.
     

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