are you kidding me now I have to make another map alright well I'll just reimagine marina since there still isn't **** with that theme
New plan. Get into every testing lobby with the judges and go mega tryhard, and then let them kill you when your map comes up
Oh also I should ask you, what shape do you think I should replicate? Spires would work but that's a lot of objects and I already have spires all over the cathedral. Any suggestions?
You know you can properly judge a map as good regardless as to if you're getting your ass kicked. Also why don't we just make Evolved maps instead?
Yes, SOME people can judge maps despite their performance on them. That historically hasn't been the case in Forgehub contests. I can still see it clear as day. It's 2015. There is a cool December breeze in the air. The birds have all flown south leaving the barren branches of Burk trees unattended. The Lakers are still rebuilding their team, struggling to make it to the playoffs. The sun rises late, and children enjoy their brisk morning walks in the twilight before the day begins. Christmas is nearly upon us and stockings are filled to the brim in every window with new gadgets and gizmos galore. The faint humming of a hymn hummed enters your mind as a car drives by - a mother taking her children to school. And Warholic has fallen off of Legion 9 times. The scoreboard now reads his current score as -7. "i dUnNo iT jUsT wAs dIfFiCuLt tO nAvIgAtE"
Quick breakdown of clueless nonsense in the announcement thread. "The official game type we will be using will be the default Team Slayer from 343i. I would highly recommend that your map be capable of playing 2 of the 3 core game types, including slayer." So, radar enalbed. So basically no vertical overlap allowed. Stupid. The phrasing of this makes me think that it's for finding MM maps. In which case, that decision is still stupid. This sounds like the typical Forgehub thing to do and try to appeal to 343's nonsense. "Map judging will be done in waves. Each wave of judging will be focused on different aspects of the grading criteria. Each wave builds upon the next and is arranged from most important to least in terms of gameplay. JUDGING ROUNDS: Wave 1 Gameplay and Balance (50) - Top 40: Minimum score 35 Wave 2 Readability (20) - Top 30 Wave 3 Interactions (15) - Top 20 Wave 4 Aesthetics (10) - Top 15 Wave 5 QA (5) - Top 5" If you told me you'd give me $1000 to find a dumber way to judge a contest I probably wouldn't be able to beat this. First of all, why the **** is READABILITY valued more than the following rounds? What kind of idiotic criteria is that. 2: What the **** does interactions even mean? Encounters? Creativity? What a nonsense way of determining map quality 2a: Why is readability listed above interactions if one directly affects gameplay and the other doesn't. 3: The fact that pretty much all aspects of all these categories are being ignored in a round by round basis is so mind boggling dumb I can't even comprehend it. How are you not going to look at a map comprehensively as a full build and experience and just look at a single aspect per round. If you accidently left a kill barrier on the map that kills everyone, its out. If you accidently left the boundaries on your name volumes on or your kill boundary volumes, it will be taken into account and not ignored. I can sympathize with this mindset but I find it pretty far removed from reality. What bothered me more is that it implies name volumes are required. Has anyone in history actually used those things. Gameplay (25) Spawning (spawn exploitation and overly-repeated spawns) Performance Drops not intrusive or noticable Map is appropriately sized Map does not feature any “dead end” areas Weapon selection works well with the map, ammo count on weapons are not over/underpowered, weapons are placed well throughout the map Proper micro-positioning (fluid movement in areas meaning no bumps, weird edges stopping spartan from moving smoothly) Dead ends are awesome. Who wrote this stuff. Readability (20) You are able differentiate different areas of the map Players are not lost after spawning Map is not too dark/light/blinding/unclear Players are not accidentally committing suicide at a high rate Effects (weather, fog, fx) are not detrimental to gameplay Honestly some of the best maps I've ever played have people falling off them at ludicrous speeds at first. Storm Peaks comes to mind. As usual I'll be here to backseat micromanage every decision into oblivion.
I wouldn't mix the angular spire on top with the circular shape beneath. You could make the whole top look angular as in four side pyramid and it would fit more into the scenery, also complementing the quadratic shape of the towers. You could also go for this shape (top left) for example and it would complement the angular and steep shapes of the cathedral.