It's not that I don't like cross mapping. I try to avoid long and flat spaces on my maps as much as possible, but I wont necessarily hold that preference against another map. It bothered me on Sentinel because the middle is no man's land, so you move along the perimeter shooting across the map until somebody shoots you on your flank. There's nothing inherently wrong with that style of gameplay, but I would like to see more movement in the center of the map as opposed to peek shooting from cover. Even maps like Guardian and Lockout had lower routes to travel through the bottom. It also doesn't help that the shotgun spawns in the room with the teleporter and stronghold. For Brutalist, there was a lot of fighting from window to window - which is by design - but I feel like being on the Blue end of that encounter is not very fun because of how easy it is to get trapped in that door and room.
For Brutalist blue room I have seen the issue before and there are ways to counter those instances b utilizing the lower cave area as it is well covered from the top or the map. However, I will look into it further during testing
Thank you duke, but I am fully aware of this that's why I was asking him if he liked cross mapping, not if he liked bad cross mapping. I understand a lot about competitive map design, back in halo 3 mlg picked the top 25 competitive map forgers to showcase competitive map design on sandbox I was one of those chosen. I have been around longer than most. I am very aware of map design.
You have never heard of the halo 3 mlg community map pack? not surprised though, me and Seth are the only 2 left from it I believe. Ironically me and him where also on the same design team together to. Long live forge bandits! Awesome I was just curious because everyone has things they like and don't like. thank you for the detailed explanation
Map design in halo 3 is not the same as nap design in halo 5. Also, doesn't make sense for anyone to like bad cross mapping as it has the word bad in the title. If it was good cross mapping would it have been brought up?
I know it's different, I already made a write up about the differences and new things to take into account. here is the link if you wish to read or talk about it. http://www.forgehub.com/threads/halo-5-design-new-things-to-consider.151273/http://www.forgehub.com/threads/halo-5-design-new-things-to-consider.151273/ Also I have met people who don't like cross mapping, some people prefer lots of segmentation such as room maps which don't have any cross mapping. I was simply asking about goats play preference I am going to stop talking about this now I think we are getting off topic. if you wish to continue the conversation with me duke let's do it in pms rather than here.
Hurr hurr hurr. Hey guys, I forged in H3 and was featured by MLG. I also have pro players that like my maps. I'm a better forger than you. Hurr hurr.
Starting my testing lobby in 30 minutes! You can watch my games at https://www.twitch.tv/redemption1272 and I will be going live very soon!
Feedback from round 2 of testing. Brutalist Instead of blue room being a death trap, it seemed to be ignored for today. The games were very heavily one sided in favor of Binary spawn. There were some weird spawns outside as well, but I think this map is at the point where moving weapons and stuff to redistribute the incentives around the map will address most of its issues. Sentinel Slayer played a lot better on this today, as in there wasn't much cross map happening. But that's probably because nobody was really setting up. Traffic seemed to gravitate too much towards the Damage Boost room. Strongholds was heavily one sided against the Tower stronghold, which doesn't really interact with the other three to be worth contesting. The best fix is to put something explosive in the middle of the map and relocate the Tower stronghold. Ashlands The battles on this map are all super interesting, but I don't think it's playing objectives very well. Half of the bomb game the ball was being hidden somewhere, so that's a problem. The other half it felt like there was a lot of back and forth in the bases but not much center play. For flag, I agree with a comment that mentioned that the map wasn't open enough as far as being able to contest flag runs. Spawning, geometry and orientation issues aside, I'll be looking into a major overhaul of the map that maintains the essence of the design. In its current state, I wouldn't be comfortable releasing it, especially for a competitive environment. High Life There's really not much to say about this map. I still think the power ups should be moved and some of the corner spawns by Red can be adjusted. It plays well nevertheless.
Let me ask some n00b questions to clarify things for me and others who wonder what this is. For people who want to submit maps: Is this the first stage of the process for submitting maps that might eventually make their way to the Cartographers and 343? What's the UCC? How complete does a map need to be for your lobby to review it? Do the other lobbies around here work the same way? How do you pass along the info you collect? What kind of info is it? For players who want to help test maps: Do I need to be able to devote a 3-hour chunk of time to join the testing lobby for a night? Do I need any qualifications or skills? Do I just need to be able to answer the feedback organizer questions above? Do you stop and ask the lobby these questions after each game and take down the info yourself? Or do you ask people the questions during games? Would I need to write my info down instead? Would every question need to be answered for every map, or just the ones I think are important? Where would I post the info? Is it just enough for some people to just play and the footage can be reviewed by others? If I totally embarrass myself, will you create a mashup of my incompetence from several angles, add a soundtrack and post it to YouTube? Please? I understand if you can't share all this info or don't have the time, but it might help clear up things for forgers out there. I'm personally terrible at forging and would only be good for playing the maps, mostly for you to see how someone with terrible location awareness can get stuck on geometry all over your map, or how bad they can get abused by people who know how to take advantage of maps.
Main thread has been updated with new information. I will be starting my lobby at 7:30 pm EST, Anyone wanting to sign up for the lobby please send me a message on either XBL or on forgehub and I will be sure to get you in! MAPS TO BE PLAYED Sentinel by NegativeZero Yesterday by Yekkou Rasad by Arc Gamerfreak Twice Forsaken by Secretschnitzel Ashland by A 3 legged goat Some of the maps from last week were carried over only because I had a lack of time and people to play with also some of the maps having major changes. Overall I do think this will be the final testing for some of these maps as most of them have come a long way. See you guys there! Xdemption
I've got class from 6-9 tonight, but hopefully it lets out early. I'll try to get on when I get home if you need another body then, I'll be around.