Mojo

Discussion in 'WIP - Works In Progress' started by Audienceofone, Aug 13, 2012.

  1. Audienceofone

    Audienceofone Forerunner
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    Mojo Version 2.1

    Version 2.1 is mostly a visual change, though I played with some spawning and jump platforms as well. This change was made to have a more uniform shade on the greyscale and to fix a few things that personally bugged me. If anyone has any farther comments/questions criticisms I would love to hear them. Images have been updated below.

    Version 2.1 major alterations:
    •altered aesthetics
    •provided revised tactical jump pillars (1x4's)
    •edited spawning
    •altered CPU pit

    _________________________________________________________________________________________________

    After finding that Mojo had become a finalist in the 1v1 Smackdown tournament I recently went through and revised the map. I had not posted it in the map forums due to me not feeling like the map was completed. With the help of a new batch of testing and some suggestions made by others I can now say that the map is close to completion. Feel free to download this version of Mojo and play on it for yourself.

    version 2 major alterations:
    •made grenade launcher and sniper to drop-spawn
    •added a teleporter
    •added 2x1 bank pillars/tactical jump usage
    •added height variation near Sniper
    •rose spiker platform walk
    •removed jetpack
    •removed tunnel and thinned high platform, allowing for a wider line of sight
    •moved grenade launcher to center
    •added 10 seconds to plasma pistol spawn time
    •edited some aesthetics

    Weapons:
    grenade launcher
    sniper
    custom power-up
    spiker
    plasma pistol
    dmr
    grenades (3 of each kind)

    Version 2.1 images:

    [​IMG]
    [​IMG]
    [​IMG]


    Download Mojo
     
    #1 Audienceofone, Aug 13, 2012
    Last edited: Aug 16, 2012
  2. Eightball

    Eightball Forerunner
    Forge Critic Senior Member

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    Wow, did you make some major improvements to this map, or what.

    This looks much better than your earlier version, that's for sure. I'm not a fan of some of the object usage, and the light-mapping, but those aren't game-breaking, so they don't matter much. They just help with the overall appeal and professionalism to the map, though.

    Anyway, I'll be checking this one out soon. I'd like to see the changes you've made.
     
  3. cluckinho

    cluckinho Well Known
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    This barely looks like the original judging from the pictures. I'll look at it in game to see if I'm right.

    Good luck to you in the contest.
     
  4. Audienceofone

    Audienceofone Forerunner
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    Yes, I may have made a few improvements.

    As for the object usage and light mapping (it's forge world, if you use natural terrain there will be light mapping), they don't bother me in the least with how they are now. If you don't mind though, could you explain what you don't like about my objects? I don't quite understand what your ideal is and I've heard the same criticism before.

    I hope to hear what you think after playing on Mojo soon! thanks for the interest and compliment to both you and Cluckin!
     
  5. Eightball

    Eightball Forerunner
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    Well, you can forge in the canyon on that one flat patch of grass near the beach. Ace does it, I've done it, Erupt has done it. It doesn't have any light-mapping if you properly forge a map in that area.

    As for the object usage- You want to pick objects that have a similar shading texture. Pieces like the bottom of the tower, two story have a very bright, gray texture and in most cases, don't fit well with some of the other shades of gray. This makes the textures around the map in-cohesive with each other, somewhat taking away some of the map's overall appeal. I understand you were/ are trying to spice up your flooring, but there are better ways to do so.

    Also, the circular ramps look somewhat out of place and are probably not even necessary. Again, I like that you are trying to add some creativity to the map.

    This is really just personal preference, though because it doesn't break game play. I'm just trying to help you out a bit. :)
     
  6. theSpinCycle

    theSpinCycle Halo Reach Era
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    I didn't know there was a non-lightmapped part of Forge World there.. how big is it?

    After downloading Mojo v2, I must say I agree with 8ball. The map is just too varied in grayscale.
     
  7. Audienceofone

    Audienceofone Forerunner
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    well, shoot. I had no idea about that spot in the canyon.

    And I see now, you you mean the differences between dark/light. I could look for something else I suppose now that I understand specifically. honestly the floors are brighter, but don't bother me at all. However I can see the difference and it does slightly break the norm. As for the circular ramps, I generally like how most are placed and the more organic feel they give Mojo, so they will stay, though I may re-evaluate how they are placed when I go look through the map again with your suggestions in mind.

    Thank you for clarifying, I'll promise no changes but will certainly consider what you have said next time I look through the map in forge mode.

    EDIT: I have updated the map and will have new screenshots up soon.

    EDIT 2: Version 2.1 is released and images uploaded accordingly.
     
    #7 Audienceofone, Aug 14, 2012
    Last edited: Aug 15, 2012
  8. Eightball

    Eightball Forerunner
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    Much better, good sir.

    Everything looks uniform, clean, and professional. I'll be giving this a DL.
     
  9. theSpinCycle

    theSpinCycle Halo Reach Era
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    I agree again with Eightball. Much more uniform. Downloading.
     

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