Panic Station

Discussion in 'WIP - Works In Progress' started by Psychoduck, Nov 13, 2012.

  1. X2Sora

    X2Sora Halo 3 Era
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    The map looks like a boatload of fun. I always enjoy a vertical feel to squad and big team maps, it just adds an extremely nice dimension to the game-play. Definitely wouldn't mind getting a game on this so send me an invite sometime.
     
  2. Minion

    Minion Forerunner
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    Agreed. I love the aesthetics, and can't wait to see it with dynamic lighting, also, would you consider remaking S in halo 4? That map was my favorite :)
     
  3. LIGHTSOUT225

    Senior Member

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    Id love to run some tests with ya'll sometime. Username is Gamertag. Hit me up!
     
  4. Behemoth

    Behemoth The Man With No Face
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    So, after playing this, I felt very satisfied despite losing every time, lol. Hogging is almost too fun, in case you couldn't tell by mine and Burning's hog-rage, lol.
    Everything felt right, especially in Extraction. The zones are very well-placed and easily defend-able/attack-able and balanced. And so are the weapons, IMO.
    I love the vehicle pads. They create an interesting feel by making you push out as infantry while they (the pads) charge, gathering your arsenal, before splattering everything in sight.
    I absolutely love this map. <3
     
    #24 Behemoth, Nov 14, 2012
    Last edited: Nov 14, 2012
  5. TDT Duke Nukem

    TDT Duke Nukem Ancient
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    It's nice seeing a new map with vehicle flow on it, it looks great. I'm curious to see what the environment looks like with the dynamic lighting on.

    The warthog doesn't overpower the infantry? It seems like it could be very controlling of the upper levels, it also seems there is more LoS to use on the bottom though. Maybe I'm not really considering what role ordnance could be playing.

    If you need testers I'd want to test the map as well.
     
  6. Duckman620

    Duckman620 Ancient
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    Muse? lol anyway map looks great cant wait to download it. I really like that you incorporated the warthogs its always nice to see competitive maps that make use of vehicles.
     
  7. neverendinghalo

    neverendinghalo Forerunner
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    I'm calling "S with more Stuff". looks great duck, can't wait to get a FULL game on it.
     
  8. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Well Extraction was awesome on here last night along with flag and slayer. Next time we'll throw Dominion into the mix as well.

    No, the warthogs are not overpowered. That's a rather large assumption to make just from seeing a 3 minute video which happens to highlight 'hog gameplay. If the enemy team is dominating in a warthog on here it is because they have a good team in it and/or your team is not doing a good enough job of countering it. I have a rather long history of putting a huge focus on balancing warthogs and tuning that balance to the T.

    To everyone else, thanks for the comments. I'll try to get all of you into games some time. We're gonna be testing this a lot. Minion, I'm considering remaking S, although this map essentially just takes the entire concept to the next level, so it may be just completely unnecessary, even though S would play rather well in Halo 4.
     
  9. Vicious3745

    Vicious3745 Ancient
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    This is a beautiful map! I can't wait to try it out =D I'd be very interested in helping you test your maps.
     
    #29 Vicious3745, Nov 14, 2012
    Last edited: Nov 14, 2012
  10. Audienceofone

    Audienceofone Forerunner
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    Extraction on here was fun last night, I wanted to play another game. Also, I realized during that Erosion map that my mic had been muted the whole time. whoops. Anyways, this was really fun, and I will drop everything (most times) to test it again.

    Still to early to give any criticism.
     
  11. TDT Duke Nukem

    TDT Duke Nukem Ancient
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    It was a question, based on the structural layout as seen in the video not the skill level of the testers involved or the focus of gameplay.

    To reiterate, I'm asking how the structure of the map (specifically the top layer at the time) affects the dynamics of gameplay. Though your opinion does offer some insight, I'm looking for deductive reasoning. Apparently this wasn't clear to you.

    You're trying to insult me through omission?

    In that regard, your response to me seems to be hostile... Why?
     
  12. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Err... the "to everyone else" was because I had already directly responded to you, so I was going on to respond to all of the additional comments. No hostility was present, I can assure you I was merely explaining something in response to what you brought up, that's all. Unfortunately, that is the problem with forums, you can never tell the tone of the poster, but because of this it's generally good practice to give them the benefit of the doubt and try to think of everything as neutrally as possible. Still, I apologize for the misunderstanding.

    Anyways, how does the top of the map affect gameplay? Well, the top row crossing through the center of the map is essentially a focal point for the map. This is a common path for 'hogs to loop through, and is generally a point on the map which sees a lot of combat (also the location of objectives in several gamemodes). It is common for players on foot to spend a bit more time on the upper levels, but there are several incentives to drop down below, such as the rocket launchers which force players to give up their height advantage. Of course the sightlines from the top level are also quite limited. Ultimately, the structure of the map creates intense fighting throughout the map with a focus on the upper level, while presenting payers room to flank and take varied routes of attack, whether on foot or in a 'hog.

    To Audience, we had already played three games last night when you joined, so I figured that four would be enough. You'll just have to come back for more games now!
     
  13. Waterfall

    Waterfall Promethean
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    I would love to test this, I've been getting your invited but alas, I do not have halo 4 yet...
     
  14. SaVaGe SpAnK

    SaVaGe SpAnK Forerunner

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    I'll be online tonight and would love to get in on the testing if you havent already done so. Based on the comments and the video it looks like loads of fun! Shoe has me on his friends list, feel free to add me GT: SaVaGe ExtenZe
     
  15. Audienceofone

    Audienceofone Forerunner
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    Oh, okay, that makes sense.
     
  16. GrenadeGorilla8

    GrenadeGorilla8 Forerunner
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    Wow this map looks fantastic. Shame about the lighting though. I can see why people are saying is similar to Asphalt being that its a dual level BTB map. Other than that they're quite different. A major difference is that your map DOESN'T suck! lol I hated Asphalt.

    I'd love to play this sometime.
     
  17. theSpinCycle

    theSpinCycle Halo Reach Era
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    Pro map review:

    As for the sketchup, turning the ceiling-height walls black would be helpful, although it is relatively clear :) +1 almond

    Loving the dual atrium / vehicle circuit height variation concept. I don't see any dead spaces to complain about either.. :) +5 almonds

    I don't see an S.. or a backwards S, for that matter.. -1 almond

    General good looks, even without dynamic lighting +2 almonds

    Total: 7 almonds
     
  18. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    The video was very well done. I really liked the narrative and the action together. They went smoothly together...

    Did you test your map with split screen at all for performance?

    I was very intrigued by the map. During most of the video I just kept expecting to see The Pit unfolding. I don't know why. I really like the aesthetics and the layout looked decent. I would not worry about the shading, it looked great as is (though I understand your concern for it being inconsistent).
     
  19. Vicious Vice

    Vicious Vice Ghosts of Onyx
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    im feeling it! let me up online so i can play this map
     
  20. Chron

    Chron Ancient
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    Wow, I'm really diggin' the layout of this map. It's good to see that you're still forging in Halo 4. Your maps have always been enjoyable.
    I'd love to play this sometime, feel free to send me an invite. I need to start playing customs again anyway. :p
     

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