YESTERDAY It's quiet... too quiet. (4v4 Core) Yesterday started out as an aesthetic piece and built outward from that direction. As I was building, I unfortunately ran into a save glitch and invited @Demption into the map to help me save and reload, upon which suggestions to make it competitive were given. And here we are. Yesterday is an asymmetric 4v4 map based in a city. All gametypes are associated with it, however, only slayer has been tested. Now that I'm getting more serious with the testing, I decided to create a thread so I can keep track of the feedback being received. UTILITIES LIST (WILL BE CHANGED BASED ON FEEDBACK) 1x Railgun 1x Storm Rifle 1x Needler 1x Shotgun 4x Plasma Grenades 2x Frag Grenades 1x Overshield 1x Ghost PICTURES MAIN COURTYARD GARAGE SNEAKY YELLOW PIPES (This is where the map started and branched from) RED ATRIUM CATWALK ABOVE GARAGE OVERSHIELD HALL This is the first map that I'm driving to get posted for Halo 5. I'd appreciate any feedback to improve the map! Thanks for the testers and the time.
This map looks gorgeous and was pretty fun to play in 2v2s, although I think 4v4s would suit it better. It has a lot of potential, so I hope everyone gives it some good testing to help polish it. @Yekkou's incredible modern architecture deserves it.
Thanks goat, there was a 4v4 on it last night in @Max Extra 's lobby. Hoping to fix it up later according to feedback received so far! Stoked!
Yesterday looks amazing and the pathing felt great. My only concernis the the ghost. Instead of adding a counter weapon myabe Add some Splinters grenades to counter the ghost ? Other than that i would love to play more often
That's the place where Yekkou showed me how the higher clamber floaty jump thing works! I need to get some scripting working for another thing soon so we can see what else Yekkou has up his sleeve.
When I played this the other day in max's lobby, I noticed some framerate looking towards shotgun hall form overshield spawn. This might be a lighting issue or an object issue, either way I would like to see this rectified. Layout felt great, I thoroughly enjoyed each combat experience. I also liked the addition of the lookout from the long hall, that felt like it gave it the visual connectivity the area needed. Ghost was very gimmiky, and for me I don't think is ideal for this map in particular. There was also the suggestion to add a plasma caster to the mix of weapons, I would consider switching out the ghost for that as there are a lot of halls that can really utilize the caster. That is all for now, I will have the added to my list soon. Xdemption
Okay so here's the lowdown: -Strongholds need some tweaking for better control -Tapering the hallways at a 45 was suggested to reduce on spartan charge abuse -Spawning appears to need balancing, willing to sit down with you -Weapon positioning and choice suggested to be looked at, ideally removing storm rifle -Layout might need some vertical tweaking but only a minor suggestion This is the current feedback from my lobby, there are a few things I will need to discuss with you further on a one on one basis Xdemption
Ah I was going to go in depth but you pretty much summed it all up. I had a specific idea to make the map more dynamic in terms of verticality, so if either of you see me on, shoot me an invite and I'll try to show you. It involves raising the middle bridge a decent amount to allow for some cross-map play a little more.
Dope guys, thanks for the tests and the suggestions. I'll get on that and if either of you are on when I am, I'll shoot you an invite.
I know you said you didnt do infection testing, but i still need to get hooked up with Agent. Thanks,
Loved the map! here is some feed back from the april 15th forged friday play tests: Frame drops in hall above parking lot, reduce ammo on rail a littlebit, ghost needs to come off, flows well, place smgs, caster instead of railgun, perhaps scatter instead of shotty would love to play on this map more
I have come to the possible conclusion of turning the map to strictly 2v2s or dropping it all together and starting a new project (actually, new projects are inevitable. They'll definitely always happen). I like how it looks, but it seems there are some issues with how it plays fundamentally. This being my first sweaty forging map, I'm happy with how it turned out and what I've gained from the build. I'd like to thank everyone who helped testing and editing, and feel free to speak your mind about if it should be cut to twos or if whatever. Again thank you.
As much as I'd like to scream "NO DON'T SCRAP IS TOO BEAUTYFULL" I think you're instinct to scale down to a 2v2 is right. The multiple intersections will work a lot better if on a smaller scale, and with the way the map is set up already I don't see the game flow moving too quick or too slow. Selfishly I'd like to see you keep the 4v4 scale and add some more verticality to cement an already amazing map, but you must go with your heart on this one *dramatic face*