Lucid 1.0

Discussion in 'Reach Competitive Maps' started by DjShiftD, Aug 3, 2011.

  1. DjShiftD

    DjShiftD Forerunner

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    Lucid 1.0 and Lucidity 2.0 Preview

    UPDATE! I added some pics of Lucidity 2.0, a new version of Lucid which will be releasing in a few days. I did changes based on feedback from people who have played the map. Main changes include;
    -Better line of sight breaks.
    -More variated elevations.
    -Improved Center Courtyard with twin towers.
    -Addition of 2 Shotguns on each spawn.
    -Light mancannons and working ladders.
    -Open roof instead of closed in.
    -Improved spawn points.

    Thanks for all the feedback!

    This is the first map of The Semantic Map Pack; Lucid 1.0. This map is designed to be an arena for team slayers located inside a mountain complex. With a single Sniper in the middle, that is the most important rush zone. Map should be played with atleast 6 players. With only one Sniper Rifle as a power weapon, this map is more focused on DMR and Needler battles. I always get complaints that I put in too many power weapons like using a Shotgun and two Snipers on one map. I personally like it, but I'll see what you guys think.

    I pushed my bugget to the limit, rarely using $50 pieces and only using $10 pieces to maximize enviorment.

    Of course map includes kill zones and no Z fighting.

    Check out The Shifted Creations Forge Community and keep up on map tests, skirmishes, map pics, and news on over a dozen upcoming maps. Share your maps to other people who dont know of Forge Hub.


    *****CLICK HERE FOR SHIFTED CREATIONS*****


    *****CLICK HERE FOR SHIFTED CREATIONS*****


    LUCIDITY PREVIEW


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    Center Courtyard with artificle pond. Two towers can be accessed with working ladders and a light man cannon.

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    Artificial pond made from golf cups and shield doors. Sniper still spawns in center at 120 seconds.

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    New ramp leading to next floor. Better break in line of sight than 1.0


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    Rock gardens removed and added elevated platform which leads to light man cannon. Man cannon leads to top of center tower.

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    Working ladder. Just walked up to it or take man cannon. One of two shotguns is located in this platform set at 120 second respawn timer.



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    LUCID 1.0




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    This is the center room of the complex. The only power weapon in the map is located in the center of the rocky grass. Grab the Sniper for maximum coverage of the map.

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    A fluorescent light fixture is located in the center of the room to grow grass for decoration.

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    Rocky decorations are placed to help cut the line of site for respawns and sniping.

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    2 DRMs and 2 Needler Rifles are located on both sides of blue and red spawn.

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    Both sides are symetrical. Health packs are located on all 4 corners.

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    Elevated platform. Great for DRM battles.

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    Blue Spawn


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    #1 DjShiftD, Aug 3, 2011
    Last edited: Aug 22, 2011
  2. Sugar

    Sugar Forerunner

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    Hmm, no comments? Ok, guess I will comment. I like how you setted up your walls and your height variation is simple yet nicely layed out. You have a balanced choice of weapons as well and a really neat use of gravity lifts in the first room, which I like a lot.

    The artificial natural is kinda getting old but it is used quite neatly besides the incline circles with the larger rocks. I don't know it just does not seem to fit in well with the rest of the map. Also, I feel like the map does not have enough pics in the middle or something, just saying is all. Besides all that this is a very good looking map. Keep up the work.
     
  3. Exile

    Exile Forerunner

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    I like the way u used platforms to create some variation in the walls, the rock gardens arn't anything new anymore but they work, rocks are good line-of-sight breakers and help orientate you a little bit better.

    Like the guy above me said, your height changes are simple but nice, i saw that from the first 2 pictures already.

    Having only a sniper as power weapon seems good.

    Definitely giving this map a download, looks like a good map and you can learn a thing or 2 from the way you forged it.


    + internets for you.
     
  4. DjShiftD

    DjShiftD Forerunner

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    yeah, im aware the artifical enviorments are getting alittle old, but bungie felt like it was a good idea to not include new forge pieces for forging. i made this map before i joined forge hub, so i thought it was an original design at first... i was wrong, lol. i wish i could add more to the map, but i stretched the buget to the max. i mainly used $10 pieces to maximize the map. the rocks on the side are the mainly to break the like of sight like exile said. before they were there, sniping was too easy.

    people always seem to complain if theres too many power weapons, so this time i only added one. i would put 2 snipers and a shotgun, im tring something different.

    thanks for the feed back.
     
  5. Noble T0M

    Noble T0M Forerunner

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    This is a great map! I agree that the rock gardens seem miss placed in this more industrial setting. They do serve there function at an effective cost. It looks like the only thing you didn't use is inclines maybe you could pioneer something new in this area. Thanks for posting yet another great creation
     
  6. DjShiftD

    DjShiftD Forerunner

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    i actually maxed out inclines, lol. the walls on red and blue spawns were originally rocks, but had to delete them cuz the kill zones got annoying on the walls. i replaced the rock walls with xl inclines, definately using inclines is a great way to manage your bugget. i got sick of using normal blocks for walls. the struts on the sides are inclines too
     
  7. Noble T0M

    Noble T0M Forerunner

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    so what do you have left as far as pieces go? if you removed the rock gardens you would still have two inclines left over for each one you destroyed.
     
  8. Naughty Badger

    Naughty Badger Forerunner
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    dont use that blue text, its kinda hard to read. but about your map, it looks good but i hope it plays well
     
  9. DjShiftD

    DjShiftD Forerunner

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    all my maps have the priority to play well and be balanced. 2nd is it has to be easy on the eyes. z fighting drives me crazy and i always gotta make sure everything lines up. and i changed the blue text.

    i got 2 more maps finished. i just need to post them. i got 7 published on bungie.net and i have about 12 more completed that im still tweaking. i tend to get bored of a design and make like 3 maps at the same time.
     
    #9 DjShiftD, Aug 7, 2011
    Last edited: Aug 7, 2011
  10. MCGreen24

    MCGreen24 Forerunner

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    This map is a very sweet, simply yet pleasing symetrical map. The structures you created are very unique, like the slanted pillers. Like most symetrical maps, I think the gameplay would be very fun on this map, though I do have on concern. The ceiling does look nice with the vaulted ceilings, but the main floor really is just a floor. There are some very nice inclines and hallways, but the floor seems kind of flat. I Had an issue like that with one of my recent maps. I dont know if its anoiying durring gameplay, but it might be to some people. BUT personally I dont really think its too big of an issue.
     
  11. DjShiftD

    DjShiftD Forerunner

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    i know what you mean. i really wanted to add more to the floor, but there just was not enough pieces... i spent too much on the center and the center was the main idea for the map. I started with middle and worked around it. Im working on a 2.0 version with less in the middle and more on the outside. everyone loves the middle, but im gonna have to sacrifice asthetics for gameplay.
     
  12. Exile

    Exile Forerunner

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    After looking at it in forge, i think you should add some more spawn points, the spawning will get predictable otherwise.
     
  13. Branzor

    Branzor Forerunner

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    The map's aesthetics are good, but the gameplay would be too predictable because of the lack of spawn points and flat floor surface. I feel the outsite is lacking some serious content. I'd really like to see the 2.0 design. The center of the map is absolutely awesome.
     
  14. MichMaster32

    MichMaster32 Ancient
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    so let me start out by saying that i really really love this map. i think the best part about it is how simple the layout is. but to compliment that the aesthetics are very well put together. i liked how there were also pieces that i haven't thought to put together, together. and that turned out really nice. i am envious of your center piece i must say, it is very nice looking. but overall i think your map is great and i will download it. oh and the collums you made on both bases are very cool.
     
  15. DjShiftD

    DjShiftD Forerunner

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    I added some preview photos to Lucidity 1.0 that ive been working on. Its an updated version of Lucid 1.0 based on the feedback from hear and online players. I will be releasing the new version in the next few days, still got work to do on it.

    let me know what you think so far and as always, thanks for the feedback!
     
  16. Corrupted Core

    Corrupted Core Forerunner

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    the new pictures look promising can't wait to actual play on the new version.
     
  17. DjShiftD

    DjShiftD Forerunner

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    crap... i had to delete the artificle pond even though i like it alot :( shield doors are just too expensive to use... thinking about deleting the rock garden all together. its over done and i could use the extra 1000 for other details.

    PLEASE RATE THIS MAP!
     
    #17 DjShiftD, Aug 24, 2011
    Last edited: Aug 24, 2011
  18. Sugar

    Sugar Forerunner

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    I wish you kept it like the first version, I thought it felt very good as it was
     
  19. DjShiftD

    DjShiftD Forerunner

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    i still have the first version. i talked to the mods about doing a seperate post for Lucidity 2.0 since I cant change the thread title, so i got the okay on it. Lucid 1.0 will still be available on this thread with Lucidity 2.0 on another. Im gonna try to get 2.0 posted by tonight. just gotta finish weapons and spawns. i liked the first one alot myself, but feedback indicated that it needed less asthetics and more gameplay elements. after playing a quite test today, i think 2.0 is definately alot more fun
     
  20. Silentraine

    Silentraine Forerunner

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    Im really liking the new version myself, looks clean and well done especially the towers. I can feel ya on the artificial pond, sometimes you really arent sure what to do overall to improve a certain area especially when it was your main focus. I still wish we had the ability to raise water levels or such, perhaps you should leave the grass and rocks in, but seperate them little by little and add a power weapon in the center but only use grass in the center so its leveled out with two rocks to each side atleast. I personally think small or medium size bridges would work well for this, this would eliminate some pieces and make it look cleaner as well. Really looking forward to Lucidity :) hit me up if you need any help on forges GT: Silentraine.
     

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