Hey all, welcome to a preview of Jackknife and BasketSkate3's wonderful co-forge, JackBasket (name subject to change)! Now, Basket has a wonderful style and I wanted to forge with him to adapt my own to it (because I really do love it). He may have only contributed to half of the map, but without him, this would have been a huge failure. Forge Universal: Jackbasket by Ex I Behemoth and basketskate3 - YouTube We're always looking to improve, so comment!
Aw shucks Giving feedback on a map I helped with is lame, but there are only two ways up to blue's spawn area. it's a pretty advantageous spot, so I think we need to tweak that bit. There are a couple of other issues as well. I'll tell you about them tomarrow if you're on.
What I noticed is the lack of creative aesthetics. Sure the map isn't ugly and aesthetics aren't everything, but it doesn't stand out in terms of looks, sorry dudes. Also, I see no real reason to go to the bottom of the map; There's no incentive to go down. Force players to give up their height advantage. I'm pretty tired though, so some of the **** I'm saying may or may not be a problem. Overall, it looks very nicely forged and I'm sure game play is solid.
I thought about putting camo at the bottom, but then it felt too empty where it is now... I'm sure that's something Basket is going to mention... haha. Thanks.
The only thing I don't like is the tele receivers. They're different looking. And that confuses me. The rock one especially. great map guys
I like the overall aesthetics, but they arent that original, but i do like the risk v reward at the camo.
I really like the look of the red defense area near the camo. The verticality of it looks like it could make for some good defense/offense mechanics. I noticed that while you have a sniper for the blue team spawn, and camo for the red team, that seems to be the opposite for an attacking and defending team respectively. I would have thought that the red team, with their height advantage, would get the sniper, and the blue team could have a go at getting past, and then receive a useful boost later when the camo appears near their spawning area.
Well, it looks like you kept my sender node design, and the purple Covenant theme, cool beans. I actually have a few ideas for some more unique aesthetics, and fix the receiver node issue that Paints mentioned. Of course I need to actually play the map. Invite me next time I'm on.
Thanks for the comments everybody! The camo was originally an overshield, so that made the spiker at the bottom an invaluable weapon. There was also a lift down there that created a direct route to the camo, but that was scrapped. I agree, there isn't much to give players reason to travel down there. Thanks Eightball, We'll see what we can do about that issue. Meh, the aesthetics are presh and you know it I hadn't even thought of that. Thanks Tedium, that'll be useful information if we set up objective gametypes.
Nothin's wrong with covenant crates, it gives character to a map. As for this map, its good, but I have to agree with the aesthetics being too plain throughout the map. I like the purple/covi theme to it, but there isnt really anything that stands out from alot of other maps here. Anyways, I like the use with the naturals. Im never good with rock caves/tunnels. Ill be givin a download eventually. keep up he great work though
We added a sniper at red spawn and replaced the camo with an overshield, which is now where the sniper originally spawned. You know me all too well We'll see what we can do about the aesthetics. Thanks Robo.
its a nice map, and the design is clever, but the aesthetics are seriously lacking, and in some places look alot like ether, by [user]AceOfSpades[/user] all in all, id like to get a game on this, but see if you can do some aesthetic magic first Lol at the name
This is one of the main reasons why I don't like to forge anymore... First of all, please tell me how the design is "clever". I'd like to know in full detail why you think it's clever. Second, the aesthetics aren't seriously lacking. They just aren't original. Third, if the aesthetics were "seriously lacking", like you say..how can it look anything like Ace's map, Ether? Ether's aesthetics are not lacking in the slightest and are completely original. Fourth, can you explain how this looks anything like Ether? Because when I saw this map, the only thing that didn't pop into my mind was this map looking anything like Ether. I don't mean to be rude in any way, but no one likes to be told their map looks like someone else's map and have no reasoning behind it, especially good reasoning.
Could you elaborate on which parts look like Ether? Gracias Armadillo. The name is pretty damn creative
UPDATE: -Sniper has been moved to the top ledge -Camo has been replaced with OS/switched to Sniper's old location -A few aesthetic changes have been made to tele recievers (thanks Ducky) -Spiker and aesthetic in corner ramp has been removed -Spawns have been slightly tweaked
There's more to it than that man, I'm telling you work in the crates and barricades wherever you can! Do it right and you'll have a pretty unique looking map pretty soon.