Okay, I know i've posted this before but i'd rather create a new thread rather than necrobumping the old discussion thread. The main inspirations for Archangel were Gemini and Boardwalk. Essentially, it was designed like a symmetical Boardwalk which used Gemini's tunnels form the bottom to the top, and Boardwalks underground sections, complete with drop down. In the center there is LoS blocker in the form of a suspended crate, which blocks the view from the top tower and limits the firepower of the Shade Turret. This map has gone through the motions. Initially I finished the map, and then lost it the day I was going to put it on forgehub. I then rebuilt the map, making sure I fix the issues I had with the initial build. Since then I have worked to maximise performance and rid the map of the dreaded dynamic lighting glitch. New Overview The crate centerpiece. It has a block merged into it so it actually casts a shadow. Top tower from the back blue side The front entrance to the tunnels The LoS between the tunnel entrances The map isn't up in my fileshare as of yet, but I would like to get some games on the map to see what works and what doesn't. Old thread
I'd like to help you out with this and get some testing done. Like I mentioned in the original thread, I like how you scrapped the bad part of Boardwalk and transformed the good part into something your own. There are a few areas that look like they may be too easy to control, but I say this simply judging by the screenshots and will have to play an actual match on this to get a proper feel. Also, I know that you sent me a visitor message a while ago that I never replied to. Sorry about that.
The centerpiece area reminds me of boardwalk a little, it looks really good, keep it up, can't wait to see this posted.
Thanks, it was annoying me how the crate seemed out of place, and I had objects spare I'll let you know when I'm doing some testing, because I'd love for you to see whether or not your assumptions were right. Where were you thinking as far as being able to hold the area easily by the way? I'll have a look at entrances and height advantages. Thanks, that was my intention with the centrepiece, but without the 1 bridge in, 1 narrow corridor up thing that I felt plagued boardwalk. I hope symmetry will allow the are to be attacked easier, and hopefully the open nature of the area should balance the height advantage/shade turret, whether or not the Shade stays in.
Mainly the area of the map at the bottom of the overview, where the base lights and 4x4 blocks stacked on top of each other are. From the picture, it seems there are little grooves behind the 4x4 blocks that a player could hide in when shot, and pop in and out of cover. Excuse me if I'm wrong and this isn't the case. I also think that the Shade Turret area may be too easy to control, but I do say this by only looking at the screenshots so it may not be an issue. Also, I tried to add you on XBL and it said your friends list was full.
The idea of combining Gemini and Boardwalk is interesting. Wouldn't have been my first choice of maps to combine. I would be interested in helping you test the map. Just add me or send me a message when you have some people and I'll try to drop in.
Some of the issues I'm about to raise may have only been the case because we played this map with half the number of recommended people, but I'll mention them anyway. My views also come from a competitive mindset. First of all, I thought there were too many really long sightlines. Some even stretched from one end of the map to the other, and in a 4v4 map that's generally not ideal. You're working on this problem as I type this, so it shouldn't be an issue anymore. I also thought that the lowest tier of the map was too far down - as in, there was too much height variation between the two main levels. For me, the drop down should be quicker and the bottom level should provide easy access to the top level. With the current setup, players on the bottom level have to walk up relatively steep ramps with no cover to reach the top level. I recommend adding pillars in the centre of these walkways, or putting a roof over them. After our playtest, my opinion of the Shade Turret has completely changed. I actually think it lacks cover - especially if there are four people shooting at you, which could happen often due to the turret's open and vulnerable location. I recommend walling up the entire area, leaving a small barricade that the turret can shoot through. This way, the guy manning the turret might actually have a chance of shooting someone before being spammed in the head by someone he can't see. Regarding power weapons - the Sniper is fine if the sight lines change. If you don't want to change the sightlines much, I think you should replace it with the Rocket Launcher. It should provide enough incentive for people to give up their height advantage. The Gravity Hammer definitely needs to go. In my opinion, it is the most underused weapon in Halo 4 because it has a longer lunge time than the Energy Sword. Additionally, the prevalence of Boltshots renders it useless in most CQC situations. Try swapping it out for a Rocket (if you keep the Sniper, mentioned before) or a Sticky Detonator/Railgun. That's about all I can think of for now. We need to play a 4v4 on this sometime soon, before you make changes that may prove to be unnecessary.
Thank you for the feedback, I really appreciate it. As you said, I've already remedied the lengthy sight lines. There's now a couple extra LoS blockers which break up the centre area, as well as the back corridors and the ramps to tunnel. As for the bottom being too low, I see what you mean. I've raised it up by a few blocks. It's not entirely noticeable at first, but it means those ramps are far easier to get up. I opted to change the Shade for a human turret, mainly because I've extended the platform ever so slightly, and it allows the human turret to shoot down the sides a bit easier. Trying to balance out the turret so it's useful. I took your advice and swapped the hammer for a rocket. You're right, it was pretty useless in a big map like this. Again, thank you for the feedback. I really appreciate the play testing and I have no doubt the feedback will better the map.