Jade

Discussion in 'WIP - Works In Progress' started by Audienceofone, Jan 17, 2013.

  1. Audienceofone

    Audienceofone Forerunner
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    [​IMG]

    Jade (working title) is a new asymmetrical 2v2 map built on Ravine. It is built to use the stone walls as part of the map, and makes use of many jumps and routes to create constantly varying gameplay. his is a work in progress and all is not yet final. I am highly interested to hear any comments/questions based on Jade. Jade is currently in my fileshare, so download if you like what you see, and let me know how it went. Until later, here are some screenshots of the map as it is now (special thanks to Sargent Sarcasm for them).

    Thank you for your time.

    Images (Thanks to Knight of Order):
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    Note: The lift in this image has been moved about 2 units to the left due to a issue where players could jump in it from the balcony it launches to and die in a watery pit below.
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    #1 Audienceofone, Jan 17, 2013
    Last edited: Jan 23, 2013
  2. GrenadeGorilla8

    GrenadeGorilla8 Forerunner
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    No comments? What the hail?

    This has changed quite a lot since I played it and it looks delicious. I can see some of the changes we talked about and those should really help. Good work Mr. Fone.
     
  3. Knight Of 0rder

    Knight Of 0rder Forerunner
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    I like the look of this one a lot more than Opal. It looks cleanly forged, and I like how you incorporated the stone walls. I'll probably try this out tonight, so I can post about the gameplay.

    Also, an overview of the map and the weapon spawns would be nice.
     
    #3 Knight Of 0rder, Jan 18, 2013
    Last edited: Jan 18, 2013
  4. Audienceofone

    Audienceofone Forerunner
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    Thank you!

    Thanks, I'll be eager to hear what you think. Its not gotten much testing yet, so anything is good to hear.
     
  5. Knight Of 0rder

    Knight Of 0rder Forerunner
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    I played a 1v1 on this map and it was fun. I imagine that it would play even better for a 2v2. There were a few problems that we found with the map though:

    1) The teleporter is hidden and really isn't included in the game

    2) Also, we rarely traveled to the area in picture 1. Almost all of the game was played in the center where the Sticky Detonator spawns. Of course this was played in a 1v1 so it might change in a 2v2.

    Overall I thought that the map was great, and I especially loved all of the jump ups you included in the map.
     
  6. Audienceofone

    Audienceofone Forerunner
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    Thank you for playing and getting back to me! The map was intended for 2v2, so 1v1s are a wee bit stagnant. They seem to work fine, but the issues you mentioned are some things that I rather expect from this when played in a 1v1 scenario.

    The teleporter is something I've added as a backup to escape from that area if a team of 2 found themselves trapped. It is not a means for traversal like many are in Halo. I have considered removing that whole back section though, and may still do so. It will take a few tests to decide.

    Thanks again for the critique. Perhaps we could play on this together one time and do a 2v2 as it was intended?
     
  7. Knight Of 0rder

    Knight Of 0rder Forerunner
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    Yeah, a 2v2 would be great just add me and I'll be happy to join and help you test. I imagine that the pace of the game would greatly increase, and hopefully some more use of the teleporter will occur. My gamertag is Knight of 0rder with a zero as the O in 0rder.
     
  8. Kazerra

    Kazerra I Beat the Staff!

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    I'm up for testing too. I'll add you on XBL in a bit.

    I like what I see in the screenshots - everything looks cleanly Forged and nothing appears to be an eyesore. I also like the fact that the power weapon(s) have a lot of sightlines looking onto them. That should help balance things out.

    I'll update this post with more useful feedback once I manage to play a 2v2 on this.
     
  9. Audienceofone

    Audienceofone Forerunner
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    Thank you both for your comments and volunteering to assist me in testing this map. I really appreciate it. I have made some edits, such as removing the teleporter room, much of the red walkway that the initial spawning plasma grenades are on (and swapped the initial grenades to be frags), and a few other things after some recent playtests. More to come, and at this rather the map may be released rather soon! Maybe.
     
  10. X2Sora

    X2Sora Halo 3 Era
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    All of those changes sound really good Audience. I had the pleasure of getting a 1v1 on the map yesterday and I only found two issues with the map. You have already addressed the first issue, that the back room with the teleporter felt a little awkward and unnecessary. Getting rid of the entire room was a good move because it will improve traffic in other areas of the map. My second problem with the map was that the map sometimes felt a little cramped and cluttered. Outside of these few issues the map was really enjoyable and the aesthetics were definitely beautiful.
     
  11. Knight Of 0rder

    Knight Of 0rder Forerunner
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    One spot that does feel a little too cramped is the walkway behind the Sticky Detonator. It had all of those diagonal 1x1 tall and shorts (I think). It was really easy to zig and zag through the pillars to avoid enemies. I can't remember if I brought that up during the test.

    Also, if you need any updated screenshots or videos I'll be happy to help.
     
  12. Audienceofone

    Audienceofone Forerunner
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    Thank you, Knight!

    I just spent some time updating and both Jade and Opal are now updated with the newest versions on my file share. For Jade , I have opened up the cramped hallway a bit, altered some spawning, added a lift in the area that the third non-edited image depicts ( to the high balcony). various alterations to structure were also made, though those previously mentioned are the most important.

    Thank you to all of you who have helped me test and given feedback. I love you all.
     
  13. Nutduster

    Nutduster TCOJ
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    This map is really coming along. Having played a few games on it now, I think the design changes have really brought it to the point of being a map I look forward to playing on. I gave a lot of my detailed feedback in our lobby recap earlier so I won't just regurgitate all the same comments, but hey - good job on this map, dude.
     
  14. Audienceofone

    Audienceofone Forerunner
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    Thank you for the kind words, Nutduster.

    The images have been updated thanks to the lovely Knight of Order. One small edit occurred after they were taken, involving the lift. details on the OP.
     

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