Remake Decay/Bloodrun/Lost World (NR 1v1)

Discussion in 'Reach Competitive Maps' started by aPK, Sep 12, 2011.

  1. alreadyRogue

    alreadyRogue Forerunner

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    Polish, I took your advice and I played alot of the maps again and you were right, the metagame does evolve as you become comfortable with the maps.
    Did you try plasma repeater starts? I think that might be good.
    We should get some games on the two quake maps im forging and the one myself and blaze are co-forging.
    Also, when I post these maps would it be alright if I used your gametype because I feel it is actually quite balanced in retrospect.
     
  2. aPK

    aPK Greatest Forger Alive
    Forge Critic Senior Member

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    @Ace
    Yeah, Decay definitely plays the fastest. There are gameplay vids of Decay on YouTube, but they are months old, and the metagame has changed quite a bit (and the map has been reforged since then for scale/size and aesthetic reasons).

    There are three ways to get to Red OS. You can jump from the high Red Balcony, which is rather difficult, but the most common method. You can Concussion Rifle yourself up to it, and you can Jet Pack up to it. I've also attempted jumping off of a teammates head to get to it, but we both got killed haha.

    Thanks for the post.

    @moth
    I chose the speed because it was as fast as I could get it to be while still having the strafe responsiveness be rather reasonable.

    @Mudnub
    Thanks for the reply. Glad to hear that you won a game haha.

    @Mr Cheesy
    The reason why that room was cut short was because it was a easily camped room. Back during the games when that room existed, players would sit by the doors and shoot from there, and as soon as they were down, they would teleport. Since the only half-decent LoS into that room was from the same level (the bottom), it because a game of cat and mouse. Having the tele out front and the room cut out makes it so that you are forced to tele as soon as possible. It also makes the high balconies more of a power position.

    The reason why I made it so that you cant jump from what was Quake GL spawn was because the OS plat would have to be lowered, which would mean the jump from the other balcony to it would be way too easy, and I would've had to push the entire GL balcony and OS platform back by quite a bit. I did try this, because that room was the first spot I built, and the room was just way too big for my liking.

    Regarding the inconsistencies of weapon/armor placement:

    Weapon/powerup layouts were adjusted for the maps to accommodate the fact that I didn't have as many weapons to work with, so they had to be more spread out, and that I had to be conscious of weapons spawning close to each other that had similar spawn times.

    Custom was placed in that pit on Decay because it makes it more of a challenge to hold off that room. Before, when the Custom was where the YA was in Quake, it was far too easy to hold off the room.

    Regarding your comments of Lost World (along with everyone else's complaints):
    I didn't forge Lost World, Levvi did. However, consider all of your feedback and complaints noted, and I will pass the word along. Thanks <3.

    @Panda
    Thanks haha. And I declined your friend request earlier today because I thought it was a random recent player in MM. Feel free to send me another one haha.

    @Rogue
    Glad to hear that you are liking it more and more.

    A close-mid range automatic weapon as the starting weapon could potentially work if I made a map to accommodate it. I am currently forging an original design for NR 1v1. I'll have to see how it turns out before I make any promises though.

    And feel free to use my gametype. I have absolutely no problem with that.


    Again, thanks everyone for the feedback and the kind words. FH is definitely a community to not be ignored my the MLG crowd. You guys offer a great amount of feedback and are very accepting of newer members. Thanks <3.
     
  3. xdemption

    xdemption ATN
    Forge Critic Senior Member

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    I took a few games down just to be certain but it seems to me that I was spawning in th same place too many times. after further investigation I noticed you have very little respawns. I do understand that these are 1v1 maps but still I felt the respawns were too predictable. might I suggest having 20 respawns divided into 6 different sectors of each map. this way spawn trapping doesnt occur so often. Imo i am extremely against spawn trapping, so this maybe just my opinion. also your lift at the bottom of "lost world" doesn't seem to work unless I missed something in the gametype. overall great maps to play on that deserves attention
     
  4. Hulter

    Hulter ^Raindear
    Forge Critic Senior Member

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    Lost world needs some fixes. There are some incredibly ugly and sloppy bits on it.

    And get rid of the glass floor. The space under it is just ugly beause of all the protruding walls and sftuff.
     
    #24 Hulter, Sep 22, 2011
    Last edited: Sep 22, 2011
  5. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    May I include some screen shots of these maps for an article I am writing?
     
  6. aPK

    aPK Greatest Forger Alive
    Forge Critic Senior Member

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    @Redemption
    Thanks for the feedback. Currently, I am testing 1v1 maps with no bloom, and it's definitely playing a lot differently, so don't be surprised if there are plenty of changes.

    Regarding your Lost World feedback, I'll pass it on to Levvi. Thanks <3.

    @Hulter
    I'll let Levvi know. He won't be able to fix it for about a month but Lost World will get cleaned up.

    @MrGreenWithAGun
    Yea, go for it. As long as you link me the article afterwards so I can read it :)
     

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