Citrus

Discussion in 'WIP - Works In Progress' started by Elliot, Mar 8, 2013.

  1. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    Citrus is a 2v2 map built for the 2v2 Dust Up Competition. The map has a range of medium to long sight lines largely broken up by the centre structure. The current set up includes a Sniper, Sticky Detonator and two DMR's.

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    I encourage any form of criticism, this is my first ever 2v2 and I am still very much learning the basics of it.

    Thanks guys.
     
    #1 Elliot, Mar 8, 2013
    Last edited: Mar 17, 2013
  2. ExTerrestr1al

    ExTerrestr1al Promethean
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    ooh... nice and Orangy :p

    at first glance it looks like a good layout that would work for 2v2.
     
  3. Audienceofone

    Audienceofone Forerunner
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    This is looking pretty nice and clean, and the natural geometry adds a nice touch. I cant tell much from the images, but from what I can glean, it looks well made. I just wish that it was a wee bit more complex. Like I said though, it's tough to tell by the images and no overview.
     
  4. Elliot

    Elliot BIOC
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    Thank you :) Could you elaborate on "more complex" a bit? I'll add an overview right now.
     
  5. Audienceofone

    Audienceofone Forerunner
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    From what I can tell, it's pretty flat. The landscape of this map goes up and down, but there's a base level to it all that is pretty stable. Try making it unstable. Add some tunnels if you can, or some really high (but still vulnerable) points. Perhaps the entire map could me an uphill slope and the teams could fight their way up, but on the other end is a position with more powerful weaponry? Things like that. This looks nice, but I don't feel like I would see a spot and say i want to go there. It would be a wandering game, which is fine, but when there's a goal it's all the better.

    It's still tough to tell how it would play by image alone, but that overview helped a lot. I'd be happy to run around on this with you or test it so i can be sure that my preliminary thoughts are at least somewhat accurate.
     
  6. ExTerrestr1al

    ExTerrestr1al Promethean
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    my take on more complexity would be that some places just have blocks shooting up into the air, and those blocks could be more complex visually, so that they are more worth looking at -- so long as framerate doesn't begin to suffer.

    the layout may be great, but go through and add more visual stimulae.

    and there are more orange pieces you could use. try an orange dominion shield and/or extraction terminal cleverly phased into a wall or something.

    IMO, since it's called "citrus", go all out making people remember the look via the name.
     
  7. Elliot

    Elliot BIOC
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    Awesome, thanks for the ideas! I was discussing with Paints that I could transform the middle LoS blocker into a centre platform at higher level than everything else.

    I have only tested it once so far. Everyone really enjoyed it and it was balanced etc. But yeah, if I add a focal point to the map and add some complexity I see how it could be a lot better.

    Thanks again!
     
  8. Audienceofone

    Audienceofone Forerunner
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    No problem. I'd like to see how it progresses. Send me a FR later if you like, I'd love to see it in person.
     
  9. Elliot

    Elliot BIOC
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    You're right, needs moar orange! Thanks for the tips.

    Sure, literally about to go out and get messy in York, but we can run some tests tomorrow :)
     
  10. Starship Ghost

    Starship Ghost Promethean

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    looks very clean... and "citrusy"... I like it.
     
  11. suffocation49

    suffocation49 Ancient
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    Oh god that is so amazingly clean. Only concern I can see is the 2X2 Steep ramp block, because players can just run/strafe around that and that will slow down gameplay. You could perhaps rearrange the inclines that are relatively close so that there is a ledge the player would need to jump up if they were to try beating around the block. Just an idea based off photoes. If the crate makes my comment void, please disregard my criticism haha...
    What incentive is there to drop to the middle?
     
  12. Elliot

    Elliot BIOC
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    Thanks :) Not sure what you mean, I have no 45 degree ramps.

    At the moment the incentive is faster movement across the map and the DMR, but I may be changing it depending on testing and feedback.

    Edit: If you mean the block made of 4 2x2 ramp steeps I have included it there as a line of sight blocker, it is pretty important for obstructing very long sight lines.
     
    #12 Elliot, Mar 8, 2013
    Last edited: Mar 8, 2013
  13. Starship Ghost

    Starship Ghost Promethean

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    DMR? I'd much rather use the other rifles on small maps, but that's just me.
     
  14. theSpinCycle

    theSpinCycle Halo Reach Era
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    Damn it's clean. Besides that, my comments are largely Audience's. More complexity and more surprise flanking options.

    :) liking this one..
     
  15. Elliot

    Elliot BIOC
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    Thanks! :D Yeah, people feel the same after they have actually tested the map I will make some changes.

    Cheers
     
  16. REMkings

    REMkings BIOC
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    Wow man, it looks so clean! And it's on Ravine, not the most favorite map out of the Forgeable ones. I don't tend to play 2v2 a lot because I don't have enough time really, but we should definitely play this one together sometime.
    I also like how you didn't go crazy mode with the weapons present on the map. That tends to be one of my main issues with a lot of forged competitive maps.
     
  17. Elliot

    Elliot BIOC
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    Haha that seems to be a reoccurring comment :p Thanks! I'd love to play it with you, I need to get as much testing done on it as possible. I must not miss another competition deadline! Yeah, I may add another DMR but that is about it.
     
  18. Kazerra

    Kazerra I Beat the Staff!

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    After finally managing to get a game on this I can now give some worthwhile feedback.

    Aesthetically, everything is top-notch. It's cleanly Forged, and there is a clear definition between floors and walls. The orange colouring to some of the pieces spices things up quite nicely.

    Gameplay was just as good. We had an amazingly close game, partly due to there being no obvious, overpowering positions. I liked the dynamic created by the jumps to central platforms above the grassy area - they offered height advantage while making you more vulnerable, and supplied the player with more choice of how to counter the enemy's position.

    I was a little bit concerned about the fact that the Sniper Rifle and Sticky Detonator always spawned together - not for the fact that it was hard to get them, but for the fact that they didn't enhance map flow as much as they could have done. For example, if the Sticky Detonator always spawned 30s before the Sniper, then it would allow both teams to contest both weapons at different times. It would also encourage players to move over to Sniper spawn (which I thought was a less used area than the Sticky Detonator spawn) in an attempt to control both weapons.

    Overall, I thoroughly enjoyed our match. Like I said before, it was closely contested, and I found myself playing rather tactically to try and counter my opponents' position.

    Good work with this. If you need any more tests, just invite me if I'm on Live, or send me a message on here if I'm not on Live. I might have more feedback for you.
     
  19. Elliot

    Elliot BIOC
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    Thanks man, som great feedback. I have made changes to the weapon spawns, they are no longer ordnance and the sniper has less ammo. I may change the spawn times too but will they spawn dependant on when they are picked up now? Thanks again.
     
  20. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    Only had one suggestion which would be to add a jump up frear sticky det spawn to get up towards middle. Otherwise, LOVED it man!
     

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