Ciela

Discussion in 'WIP - Works In Progress' started by Dax, Dec 1, 2012.

  1. Kazerra

    Kazerra I Beat the Staff!

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    I managed to get a game on this with a friend yesterday and we both thoroughly enjoyed it. The aesthetics are simply wonderful. There are many routes around the map so positions aren't campable, and the grav-lifts/teleporters work really well together - something that isn't often seen working well in competitive 1v1/2v2 maps.

    If I could make some suggestions, they would be: remove Promethean Vision cuz itz a newby wallhax, and reduce the clip size on the Needler. Apart from those two things, I thought everything was fine.

    Real good job on this one, Dax.
     
  2. Dax

    Dax Mhmm.
    Forge Critic Senior Member

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    Thanks a lot man. If I see you on the next time I wanna get some games going, I'll send ya an invite :)

    Ah! The needler! Thank you for reminding me, haha. You're definitely right about toning it down a notch. I meant to adjust that a while back but I guess it slipped my mind. I'll get right on it :p It should be fixed and back on my fileshare this afternoon.

    Thanks for the feedback, Kazerra :)

    Y u gaiz no like pro vision?
     
    #42 Dax, Dec 10, 2012
    Last edited: Dec 10, 2012
  3. Oli The G

    Oli The G Forerunner
    Senior Member

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    So Dax, any progress on the update?
     
  4. Dax

    Dax Mhmm.
    Forge Critic Senior Member

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    Ummm, honestly no, no progess yet :p

    I've thought up the minor changes that should solve a few issues, just haven't gotten into forge and made them yet. I'll do it today though. The new version will probably be up sometime tonight, I'll let ya know.
     
  5. Landderp

    Landderp Forerunner
    Senior Member

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    This map explains why i was told to chat with you about 1v1 maps. Really good job the aesthetics look solid and from what i can see in the game play that as well will rock.
     
  6. Oli The G

    Oli The G Forerunner
    Senior Member

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    Btw, i'm uploading a VFX breakdown of the video now. Sorry about the moving text, I was in a bit of a rush, and videostudio was being a bit dodgy.

    EDIT:

    BOOM
     
    #46 Oli The G, Dec 16, 2012
    Last edited: Dec 16, 2012
  7. Spicy Forges

    Spicy Forges Ancient
    Senior Member

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    You're getting better Oli ;) Nice video though and shmexy looking map.
     
  8. Dax

    Dax Mhmm.
    Forge Critic Senior Member

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    Very cool Oli. And thanks Cryp :)

    Updated Version [v2]:
    Reduced LoS blockers in the central atrium so it doesn't feel too cramped
    Switched Sniper and Pro vision spawn
    Moved Holo out of tele hallway
    Adjusted Red/Blue initial spawns accordingly to (hopefully) balance the start of the match.


    I know these are minor changes, but it should open the map up more so the focus isn't mainly in the central atrium, also giving players more incentive to traverse the ground floor.
     
  9. eating lunch

    eating lunch Ancient

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    Just had a free for all with 6 or 7 players on this map... it was pretty fun, although it lagged way more than all our other games probably due to too many objects in such a small area.

    So I would suggest looking for ways to reduce the number of objects on the map if that's possible.

    Everybody liked it though, so good job! No big problems or anything really.



    Edit:


    Also, maybe this is because we were playing a 6-8 player FFA, but the map felt very very open. It felt like we spawned either being shot or shooting other people. But it was probably because we had too many players on the map and were playing FFA on top of that lol.

    Still I would think about adding some more cover/ line of sight blockers in if possible, but I know the map is finished and maxed out on budget so I know that would be difficult.
     
    #49 eating lunch, Dec 20, 2012
    Last edited: Dec 20, 2012
  10. theSpinCycle

    theSpinCycle Halo Reach Era
    Senior Member

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    Lunch, it's meant for up to 4 players. And that's cutting it close. Forget 7 players, and an FFA.

    Speaking of which, I've heard people say that the map needs to be harder to escape on. Also, Dax, have you fixed that minor lag I mentioned earlier? And that broken gametype?
     
  11. Dax

    Dax Mhmm.
    Forge Critic Senior Member

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    Haha, yeah, it really wasn't meant to support more than 4 players, especially so when it comes to FFA. I'm glad you guys still had fun on it though. I am concerned about the lag though, were you splitscreening? And do you remember where exactly it was?

    I'm pretty sure. Was it in the furthest room to the right when looking out to the cliff? I'm thinking that's been taken care of in the updated version. Can't hurt to take another look though, come check it out soon.

    DAXY SLAYER IS INFINIELY TIMES BETTER THAN SC SLAYER.
     
  12. theSpinCycle

    theSpinCycle Halo Reach Era
    Senior Member

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    The two rooms adjacent the needler looking towards SD spawn.
     
  13. reaper3bot0

    reaper3bot0 Forerunner

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    seems plain ... now this is just judging it by the video. But it lacks something to catch my eye, could be that ive just seen too many of these type of maps.
     
  14. Dax

    Dax Mhmm.
    Forge Critic Senior Member

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    Ah, yea, the two glass sections. Looking at SD spawn, the left room is definitely lag-free up to 4 players in-game. And I'm almost positive the other room is too, haven't checked with 4 players though, just two. I'll look into it.

    Edit: EatingLunch, I remember the connection being laggy when we tried to get a game the other day. With your 7 player FFA match, was it connection lag you were talking about? Or was the map having framerate issues?
     
    #54 Dax, Dec 20, 2012
    Last edited: Dec 21, 2012
  15. Oli The G

    Oli The G Forerunner
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    Grats on the FHF!
     
  16. Narfidy444

    Narfidy444 Promethean
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  17. leegeorgeton

    leegeorgeton Forerunner
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    This is a beautifully detailed map. I seems like there's such a large amount of objects in the middle that the frame rate would suffer a lot, but I only noticed a problem when looking toward the center structure from the teal walkway. The layout is great and fun to move through. Excellent work.
     
  18. Starship Ghost

    Starship Ghost Promethean

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    Sick map old man!!!!!!!!!!!!!!!
     
  19. RightSideTheory

    RightSideTheory Legendary
    Forge Critic Senior Member

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    So I (along with another journalist) were testing out your map, and while we loved the ideas it brought to the table, and the layout, we felt like some slight tweaking could make the map even better. There were only two things we wished were slightly different about the map.

    Firstly, the lack of weapons. Not only is the map lacking in any interesting or different power/middle weapons, it doesn't have any ammo for the starting weapons. I'm one round I ran out of ammo twice, simply because organite was doing such a good job of using the map geometry to move around after losing his shields. I loved that you could so effectively dodge enemy fire... But having no extra ammo on the map is very aggravating, especially when I'm forced to use a plasma pistol as my only weapon simply because I haven't respawned in some time. So, in short, add some ammo! Also, adding another weapon or two could help my next point.

    Secondly, the conflicts on the map are slightly to focused on one specific area. The room around the teleporter entrance and, more specifically, the ramp leading away from it. May e three fourths of my kills came from that area. It's not broken at all, but the rest of the map should be more traveled. All your routes lead to that area, and you have a teleporter in that room that leads directly to a man cannon that sends you back in that direction. Spawns could be tweaked to more often spawn players elsewhere, or, killing two birds with one stone, ammo/a different weapon or two could spawn elsewhere on the map. The needled simply isn't a big enough draw, though I like where it is and how it works on the map.

    Like I said, we loved the layout of the map, and how neatly it was crafted. There's just a small amount of work that we feel could be done to make this map truly special.
     
  20. theSpinCycle

    theSpinCycle Halo Reach Era
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    After playing on this once again, I actually got the opposite impression - that the sender area didn't get nearly enough traffic, and that the area opposite from SD spawn (especially) as well as SD spawn itself were too powerful.

    Promethean vision was an issue in 1v1 because it made the map even more easy to escape on.

    I do agree with the ammo part.

    Also, perhaps you should consider replacing the remnants of those 1x1 tall and thin pillars with full 1x1s or something so they don't look so out-of-place.

    As for fixing sticky det spawn, perhaps try placing the sticky det a level down and/or reversing the positions of the grav lift and the lift landing.

    The seemingly least traveled area was the area around the upside down bridges. That and the lower platform next to it.
     

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