Beyond the earnest desire to transform the rust of Erosion into something beautiful, the primary concept behind Hive was an emphasis on one single-directional flow, thus the design began as a circle that steadily inclined until finally reaching the high point where it then drops down to repeat the loop. There were two initial problems with this, however; the lack of a central point of control, and the most advantageous position being located along the perimeter. The design became segmented eventually with emphasis placed on room control thus removing the necessity for a central position, but the latter problem still remained. However, upon garnering feedback from a certain fat individual, it was determined that halted movement at said location was inevitable. So, I began focusing on ideas in which to promote movement into alternate locations instead of ways to nerf the position leading to the simple idea of deterring weaponry on shortened timers. As such, there became two predominant methods in which to play the map; controlling weaponry or controlling the upper levels with both ways having their own respective advantages and disadvantages over the other. Weaponry: 1x Speed Boost | Top Orange | 120s 1x Sniper Rifle | Bottom Green | 60s DNSAS | 0SC 1x Railgun | Bottom Red | 90s DNSAS | 1SC 1X DMR | Top Blue | 45s | 1SC 1x Carbine | Purple Hall | 30s | 2SC 2x Suppressor | Gold Hall, Orange Hall | 45s | 0SC 2x Plasmas | Gold | 30s
To the Dust-Up submission thread, gogogo! The one picture you have is looking a lot different than when I saw it a while back. I'm intrigued..
I agree. The change to this template seems to have done Hive wonders, I think I'll actually be able to tell where I am in this version, even though the last Erosion one I saw did a decent job at it. I look forward to playing this one. Edit: The new images look fantastic. Excellent work, Basket.
Added pictures for Chron ♥ Thanks for the comments, guys. As far as changes since you all last played go, I opened up those outer hallways, replaced the lift with a teleporter, opened up stronger LoS into the uppermost room, nerfed the room in general, and completely redid the weapon layout. The latter three have definitely helped with movement.
Agreed. Aesthetically, this version on Impact looks a lot cleaner, in my opinion. I'm sure the gameplay has improved too. Good luck in the competition! I'd really like to play on this, as its design is quite unlike anything I've seen before. I'm on holiday now, so I'll be able to stay up late to play with all you Americans, haha.
I lol'ed. But damn, those updated pics look sexy as ****. I know you had good intentions with Erosion, but Impact just makes this map looks so much better. I'm interested in seeing what actual changes to the layout you made. Invite me sometime soon, bro.
Woot Woot! I'm on break as well, so I should be able to catch you at some point. I would love to get your thoughts on the updated version, mang. I finally caved on, hahaha. A large majority of the people testing it had concerns with the monotonous look of Erosion and couldn't quite differentiate between areas. It would help if you were ever online Minor updates: -Added a jump to the green doorway overlooking orange room -Added a thin connection between green and purple -Move the plasma grenades to gold -Placed a DMR at blue -Placed a carbine in purple hall -Bumped Speed Boost up to 120s
Is this so called fat individual available so I can thank him for being fat or are you referring to me?
The one and only Updates: - Speed Boost back to 90s timer - Replaced the plasma nades with a DMR - Pulse grenades placed at gold on 45s timer - Tweaked spawning to make it a little less predictable
I was clicking on this expecting to see Erosion, which you did make look "okay"-ish, but this looks amazing now. I'll go DL this but I'm sure it plays just as good as the first iteration and obviously looks much better.
Video courtesy of Fenix Hulk. Thanks. You were one of those that suffered through the initial version IIRC, hahaha. I'm glad you got some enjoyment out of playing it, man. If you having any problems with this rendition, shoot me a message over XBL some time and we'll take a look.
I love your usage of pieces for walls. The black looks really good and the coloring of the tunnel objects make a nice addition. The downside is that they do give me a feeling of crampedness and disorientation just by looking at the pictures, but since I haven't played the map I can't tell much other than to guess. The jumping paths are awesome too, especially the dangerous short-cut ledge above the death pit. Great map overall.
Wow, I really like how you forged this maps. The walls are very cool and the layout reminds me a whole lot of the old school maps that we'd have seen in Combat Evolved. I can't comment on gameplay, but just the design alone prompted me to sign in and commend you. But I'm sure you'd like some criticism too, so I have a few points. The main thing I noticed right away was how distracting the ceilings look underneath, but I guess that's just the nature of using blocks. You also have a few holes up top by the blue ramp and by the purple teleporter, but I don't know if these are by design or not. Another thing that caught my eye were your kill zones, which don't make much sense. You're using a lot of soft kills in cylinders instead of hard kills in rectangles, and I've found several places I could break out of with Jetpack already. It's cool that you have a gravity zone above though to drop players back down. The last thing I'd mention (and this is just preference) is to redo your color coding so that it matches Impact's skybox. Your blue side faces the red cosmic cloud, and your purple side is facing the blue one. It'll help with orientation a whole lot, and you may be able to use less of the colors as well. I'm a huge fan of death pits, and the only other map I've seen that was built like this was Sequence in Reach. The subtle things like slightly elevated platforms, risk reward ledges, and the way you directed the flow are just impressive overall. Great Work! Impact has the best palette.
Hey it's this map. Another route wrapping around behind Green room would help the flow a lot IMO. From Orange to Cyan. I also miss the grenades bounces because of the lack of walls you otherwise had on the Erosion version. No more beehive shaped doors anymore too? Dang. This map lost the meaning of it's name ha ha. I still love the design. Love your forging style too. Keep it up.
Hopefully, I can update this today. Thanks for checking it out. Although it did originally, the map doesn't have a jetpack, so I hadn't set the killzones up with that ability in mind. The trait zone should keep players from flying straight up, so I'm assuming you're talking about the few along the edge of the outer walkways. I will be sure to double check those, goat. As for everything else, I think they have all been covered in the most recent update. You're going to have to elaborate on the route behind green. As for a connection between orange and cyan, I agree entirely. I added a third tier to orange that connects the two rooms. Thanks, paints. Updates: -Incorporated a third tier to Orange connecting Green and Cyan -Expanded Green -Reconstructed Red -Incorporated a connection between Orange and Red -Remove Purple -Removed bottom Green -Reconstructed Cyan -Moved to erosion
Somebody tell Fenix to stop getting rid of the reticle in the vid... It throws my OCD for a loop. :/ Anyways the map is gorgeous. I remember seeing the Erosion version and admitedly cringing a bit. Dat pallet