Interlock.

Discussion in 'Reach Competitive Maps' started by DBD Kronic 7, Sep 14, 2011.

  1. DBD Kronic 7

    DBD Kronic 7 Forerunner

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    Welcome to Interlock. this map took me about a month to make and its my best work by far.Made with mlg in mind it plays straight slayer well too. Its basically a figure 8 with a sublevel. I mixed in some elevation changes where i thought they fit. Enjoy! and please comments are welcome, im new to the community but a dedicated forger. On with the pics

    Interlock overview.
    [​IMG]

    Blue Base, both are the same
    [​IMG]

    Red Base, top and bottom
    [​IMG]

    Rocket Spawn, under Central Bridge
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    Central Bridge, sniper at top mid
    [​IMG]

    Side Base, One of two, no spawners there enjoy
    [​IMG]

    One of four identical corners, two levels, dont fall!
    [​IMG]
     
  2. Black Hearted V

    Black Hearted V Forerunner
    Senior Member

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    This map looks very good, the structure and architecture are very well done, it looks like the map will offer a great time playing Team Slayer and some other Team Objective games. Every piece of the map serves it very well, it looks natural and attractive to whoever would like to have a great time playing Team Slayer. Great job, man, kudos for you!
     
  3. Silentraine

    Silentraine Forerunner

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    This looks like a great map, it seems to be forged cleanly and provide plenty of cover in each area, as well as seperating areas by giving them a distinct look. What really caught my eye was how you added the rocks into your map, as I am currently working on a project that implements them as walls in certain areas of the map even though not as extensive as what you have done here. I also like the center area and the way you variated your heights, I am a huge fan of maps that have lots of height variation.
    I must ask in the beginning did you just take and build the center in the middle of the pillar and just went from there? Really enjoy what you've done here and cant wait for your next release, If you need help testing or such GT: SilentRaine :).
     
  4. MUDNUB

    MUDNUB Forerunner

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    Well I got a download so expect some more detailed feedback soon. I'm not going to say too much based on the pictures but 'cleanly forged' was not the first thing that sprung into my mind. I know screenshots are annoying but when I saw the overview I wasn't even sure what I was looking at. I'd suggest replacing it because it gives a bad impression and I do not often say stuff like that based on one screen shot.

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    Edited by merge:


    Ok well I got a game in on this. My initial suspicions hold true, which is that there are like ten times the amount of objects onscreen at once that there should be. There were points that I could stand and the game would turn into, to quote a friend, 'a charlie chaplin film' because of the framerate lag. I think you've got a decent design here, but it's buried under technical problems. I think you need to seriously consider which objects you've used and where, and why, and try to drastically cut down on how much of the budget you're using.
     
    #4 MUDNUB, Sep 16, 2011
    Last edited: Sep 16, 2011
  5. TehxWalrii

    TehxWalrii Forerunner

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    I would have to think mudnub's suspicions to be true, so many glass pieces and rocks and not many LOS breakers. A good immediate design but not executed properly, like a good idea for a game but the coder "dun goof'd". Cutting down LOS would help exceptionally, centering your pieces better, (eg: Rocket Spawn, look closely at the inclines and you'll see it.) Leveling out the map would also seem to make it less laggy, less in-depth, but performance > depth/layers. If it were possible for you to take this idea and reiterate it into a new map I personally think it would work nicely.
     

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