Myriad

Discussion in 'Reach Competitive Maps' started by jipisig, Jun 27, 2011.

  1. jipisig

    jipisig Forerunner

    Messages:
    34
    Likes Received:
    0
    MYRIAD

    Symmetrical layout.

    Game Types:

    4vs.4 Slayer
    8-Player FFA
    4vs.4 CTF

    (If you request a specific game type to be added I will be more than happy to oblige)

    Please leave any feedback…

    Weapon / Respawn Time / Number of weapons / Spare Clips

    Sniper / 118s* / 1 / 0
    Grenade Launcher / 118s* / 1 / 4
    Plasma Pistol / 90s / 1 / 2
    DMR / 10s / 4 / 2
    Needle Rifle / 10s / 2 / 2
    Frag Grenade / 30s / 4
    Plasma Grenade / 30s / 4
    Health Pack / 30s / 2
    Invisibility / 120s / 1

    * = Constant Timer.

    Video

    COMING SOON...


    Pictures

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
    #1 jipisig, Jun 27, 2011
    Last edited: Jun 28, 2011
  2. Robert Jonez

    Robert Jonez Forerunner
    Senior Member

    Messages:
    90
    Likes Received:
    0
    This map is impressive. I like symmetrical maps, they make the game balanced. Also I like the aesthetics in this map. The green hallway is my favorite part (this is on the pictures)

    I'll have to see how this map plays out, but based by the pictures and weapon count, it seems like it would be lots of fun.

    I will download
     
  3. AtlasIsShruggin

    AtlasIsShruggin Forerunner

    Messages:
    187
    Likes Received:
    0
    Really like the aesthetic and layout, very cleanly forged. The glass and lights will almost certainly add up to lag though. What's the max number of players you have tested with to determine where the frame rate begins to drop?
     
  4. III Tribal

    III Tribal Forerunner

    Messages:
    8
    Likes Received:
    0
    I really, really like the feel of this map. I've run around on it in Forge and it feels like a Halo CE level - its scale and architecture remind me of The Library in some vague way. You've created a tangible ambience in an enclosed map, which is hard to do and I commend you for it.

    The layout is very easy to learn. The object usage is fantastic - great use of Pyramids and unique approach with the Struts.

    I only have two criticisms:

    1. The ceiling of the tunnel leading to green lift is too low - this can easily be fixed (I did it myself) by removing the Tall, Thin Blocks which form the ceiling of the tunnel and then replacing the two Ramp 2x2s above (the lower portions of which were previously covered by the Tall, Thin Blocks) with four 1x2 Shallow Ramps.

    There are two reasons for this fix:
    A. If you ever wanted to get the map into Matchmaking it would have to be Elite-friendly (it's a requirement for community map submissions) and there ain't no Elite that's gonna fit in that tunnel.
    B. Even for Spartans, having a ceiling you can hit with your head when jumping is off-putting - it smacks of lazy forging (though in your case I'm sure all you were trying to achieve was a more intimidating, enclosed space leading to the lift)

    2. Object density. I really like the use of 2x2 Block, Flats as flooring, and I also like the flooring areas made of banks. These are really nice aesthetic touches, and are implemented in an immaculate manner, which adds greatly to overall cohesion, but there is no doubt in my mind that they will cause framerate lag in split screen. (Object density is the largest contributor to framerate lag.) I'd love to see an updated version with much fewer objects making up the flooring. You could use larger flat blocks to replace the 2x2 flat blocks and do something similar with the bank flooring area (maybe a horizontal coliseum wall in the tunnels, or a bridge/platform). I know these things will slightly reduce the aesthetic appeal of the map, but they could be done in such a way as to retain the cohesion whilst massively improving performance, split screen or otherwise.

    I very much look forward to getting some games in on this. I'll post back here with some feedback on gameplay when I've done so. I think this map could go a long way.
     
    #4 III Tribal, Jun 28, 2011
    Last edited: Jun 28, 2011
  5. Audienceofone

    Audienceofone Forerunner
    Senior Member

    Messages:
    2,097
    Likes Received:
    2
    I once made a map called Myriad. This one is better.

    Although I have a question about framerate, is it laggy at all? The center star structure looks great but might promote lag. also, how does this work with splitscreen?
     
  6. jipisig

    jipisig Forerunner

    Messages:
    34
    Likes Received:
    0
    1. I fixed the ceiling for 'Green Lift'. ^_^

    [​IMG]

    [​IMG]

    2. I have tested the frame rate lag in 4 person split screen and I had no problems at all. One thing you will notice when in split screen is that the detail of all maps drop dramatically reducing frame rate lag. I am not sure if this will be a problem for others though. As for custom games online I have only test 3v3 slayer and 5 player FFA. I had no problem with lag at all and no complaints. I have yet to find 8 players to test a 4v4 slayer match and 8 player FFA. No one seems patient enough to wait in the lobby for enough players to come. I will make it my mission tonight to get some 4v4 scrimmages going so i can post a video showing how much frame rate lag takes place.

    Thank you for all your feedback! You have been a great deal of help! ^_^ If you would like to add me as a friend and give me some more feedback and run some scrimmages together my GT is 'JiPiSiG'. Thanks again! ^_^

    For all those who already downloaded the map, I have made some minor changes, you might want to re-download the map. I have yet to test all frame rate lag possibilities as you might have read above. Until I post a video showing the quality of the gameplay, I ask that you please hold all questions regarding frame rate lag. Thank you ^_^
     
    #6 jipisig, Jun 28, 2011
    Last edited: Jun 28, 2011
  7. III Tribal

    III Tribal Forerunner

    Messages:
    8
    Likes Received:
    0
    Great fixes, jipisig. I downloaded the latest version and I approve of the changes. However, I've run local split-screen testing (2 players) and I do get some fairly major framerate lag when looking into the central atrium from the outer rooms. I do think this could be fixed by implementing some of the changes I suggested above. I would also add that the central platform design is probably going to have to change - i.e. replacing the windows, double with more performance-friendly objects (something without glass and lights).

    One other comment; this is gameplay-specific. There are two plasma grenades in front of the Sniper and two behind. They are all set on 30 second timers. I'm telling you right now that this will be exploited. I could pick up two plasma nades behind Snipe, jump down, throw them and get a couple kills, grab Snipe and grab the other two plasma nades, throw them and get a couple more kills and proceed to pick people off with Sniper for 30 seconds whilst I wait for the plasma nades to respawn, then rinse and repeat.

    I'm of the belief that grenades of all sorts should be set to no shorter than 45 seconds, preferably 60 seconds or more. It promotes much more fluidity in the map. I recommend you at least lengthen the timers on all nades to 45 seconds and I also recommend you rethink the plasma grenade positioning. You could perhaps replace one of the sets of plasma nades with a weapon and/or move one set somewhere else. One other thing I'd recommend considering is spacing two single grenades out along a set path, instead of placing them in pairs. Again; this encourages map movement.

    This is a great map. It deserves a little more love.
     
    #7 III Tribal, Jun 29, 2011
    Last edited: Jun 29, 2011
  8. jipisig

    jipisig Forerunner

    Messages:
    34
    Likes Received:
    0
    I got around to play testing this map 4vs4 and 8 players FFA. Most of the screen lag actually takes place in green room. I am sure this is because the light and all the glass it has to reflect off of. The gameplay is still a lot of fun, but I am sure this map wouldn’t make it into the MLG playlist. Download and test it for yourself that is the only way for you to obtain your opinion.

    So I have been spending a lot of time in the forge lab lately. I have been doing some research in the MLG forums on reducing screen lag and looking at a lot of other maps that were approved and incorporated in the MLG playlist recently. I have decided to completely change the pieces in this map. I will try to keep the same base layout, though I cant keep any promises, because for me the map usually turns out completely different from what I first imagined and had drawn out.

    I am also doing some updates on my other posted maps (Pit Armada, Conflict, etc.). Look for my newest forge remake. I am posting it in a few hours, so come back to Forgehub and look at my post in the competitive section. Just like my Pit Armada, I have created a new version of Guardian. It fits the gameplay of reach, has less screen lag then most other remakes of Guardian, and is extremely fun according to all my friends who have play tested it.

    ^_^ Thanks to all those who actually give productive feedback! I appreciated every post and it keeps me motived for making new and amazing maps. Ill keep doing my best to create fun and competitive maps!
     
    #8 jipisig, Jul 22, 2011
    Last edited: Jul 22, 2011
  9. MCGreen24

    MCGreen24 Forerunner

    Messages:
    196
    Likes Received:
    0
    I just dowloaded this map to check it out. The first thing that bugged me (personally) was that it was really claustrophobic/ I think that, Im not sure about what my friends thought. We never ended up playing a game on this but it looked like the layout you have would work really good for team slayer, and probbaly CTF too. Nice job with the looks.
     

Share This Page