StolenMadWolf
Last Activity:
Jul 22, 2015 at 1:27 PM
Joined:
Jun 21, 2012
Messages:
320
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Gender:
Male
Birthday:
Jun 20, 1996 (Age: 28)
Location:
The soggy place called Britain
Occupation:
College Student

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StolenMadWolf

Promethean, Male, from The soggy place called Britain

StolenMadWolf was last seen:
Jul 22, 2015
    1. RightSideTheory
      RightSideTheory
      Tz changed my name as a joke.
    2. theSpinCycle
      theSpinCycle
      trololol that's pretty funny
    3. theSpinCycle
      theSpinCycle
      it's a smiley face.
    4. Auburn
      Auburn
      That's just my two cents. I mean, you should do whatever you feel is best, man.
    5. Auburn
      Auburn
      Currently, the upper floor of both rooms has clear LoS on the lower floor of said room making them dominant positions and leaving the other as a lesser traveled location. The good thing about having that large room as two seperate rooms is that 1. you block the long LoS with structure and not random cover 2. you cut the dominant positions short making them less powerful and desirable. I'll go into detail with that later.
    6. StolenMadWolf
      StolenMadWolf
      Ok, I may just use regular inclines, I've got loads of them to spare. So the platform I had in place was a good LoS blocker or do I need something more... Subtle? And what do you mean by restricting the upper level I'm curious.
    7. Auburn
      Auburn
      Stunt ramps are teh ugly, but go for it if that's what you want. If you are going to keep one large room, I recommend that you keep the upper level restricted to discourage camping up there. However, blocking the lines of sight from there to the lower floor is good idea me thinks.

      Nah, no pics needed.
    8. theSpinCycle
      theSpinCycle
      Yeah, it's tougher to snipe when you have fewer players around.

      Do you mean Auburn's map, Luna? It was just a circle with long ledges around the outside.. lolz.

      I'll wait for Auburn to put up the Tester's Guild thing (if he does) to comment on the map - I'll just add whatever I think Auburn missed rather than the whole thing.
    9. Auburn
      Auburn
      You didn't sound like a ****. Not quite sure what you did aside from remove the tunnels, looks like added LoS and there still isn't much height variation.

      Go for it, Pendant (As well as 8ball's other maps) are good things to take pointers from. Goodluck, invite me some time so I can actually look at it.
    10. theSpinCycle
      theSpinCycle
      Bumping is posting in your own thread to get it back up to the top of the page when people stop commenting.

      FYI, Necrobumping is the same thing, but with really old threads (ex 1 year).

      Good luck, whatever you choose to do :)
    11. theSpinCycle
      theSpinCycle
      Woah. No bumpy bumpz. Or at least, if you do, acknowledge it :P

      Do you have a new version or some changes out? If you make some revisions, I can comment :P
    12. Auburn
      Auburn
      I just said that the map could use more gradual inclination meaning smaller ramps that get higher over time and not immediately. Also, adding enough inclination so that no entrance into a room is of the same height. The picture in the spoiler is big so you have to use the scroller bar to see the whole thing when you open it.[spoiler]Take this map for example, all the entrances are on different levels even if it's just a subtle height change. Red is the gradual inclination that I talked about.[IMG][/spoiler]
      In other words, I can completely circle your map without losing or gaining height should I choose to do so leading to some boring encounters.

      Like I said before, the biggest problems I have with the map are those connections. So far, you've been blowing that off whenever I mention it, so I'm assuming you don't want to change that aspect?
    13. Auburn
      Auburn
      I see what you mean and I guess that could work depending on how the room was setup.

      long tunnels = grenade spam = standoffs = slow gameplay

      I mean, it could work, but you would have to design around it.
    14. Auburn
      Auburn
      I didn't get any of that ;) Rocks work so long as you know how to make them look good.

      As for the teleporters, I think they were a little too abusable because you could hide behind them and they guaranteed a successful escape. I going to suggest that you place them where players can have lines of sight on both teleporters. For example, in the game you probably noticed that after a player went through the teleporter, the other didn't follow because they would be backsmacked, stuck, etc, therefore allowing the enemy to recharge their shields, run away, and slow the game down. Adding a line of sight on it or even just a path that a well thrown grenade could travel through will dispel the problem without making the teleporters completely useless.

      The other problem I had was that, after grabbing the grenade launcher, players could get immediate high ground on account of the teleporters being right there.
    15. Auburn
      Auburn
      Here is the feedback for Tribute. I can go over anything else with you in forge from here on out if you'd like. There's also something I would like to mention about the teleporters when you have time.
    16. Auburn
      Auburn
      Yeah, it's really just orange and green room that are the problem with dancefloor and the linear setup. Red and blue are somewhat awkward as well, but not really a bid deal.

      The big thing on connections is their length. I think the map would flow better and play faster if those were shortened as players are reluctant to go through them at this point given they are so susceptable to grenades.
    17. Auburn
      Auburn
      I was pretty solid for the most part. The teleporters were facing the wrong direction though, hahaha.

      The main things I'm probably going to touch on are the lack of dancefloor, some linear problems, and connections (again, sorry :p). Additionally, I have some ideas to speed up gameplay although it isn't necessarily slow as is. I'll write that some time this weekend hopefully.
    18. Auburn
      Auburn
      Thanks :D

      Nope, you're right. Spawning is terrible, especially the respawn on the upper floor of the lower atrium. I'm not sure how much good respawn zones will do, but I will give it a shot nonetheless.
    19. StolenMadWolf
      StolenMadWolf
      Not really, I really like that map, felt like a big change from what I pm used to.

      Not sure if this was intended but if felt a bit annoying when after I managed to kill you a few times, you were like instantly on me after 3 seconds and my shields are still down, it left me at a big disadvantage. Are you using respawn zones or something to get the fast-paced spawning in? I've not got any problem with it but I think it will be a little bit annoying afterwards.

      Then again, we were only on that map for 3 matches, so I guess it may be just me.
    20. Auburn
      Auburn
      You too. Any problems you had with mine?
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  • About

    Gender:
    Male
    Birthday:
    Jun 20, 1996 (Age: 28)
    Location:
    The soggy place called Britain
    Occupation:
    College Student
    Gamertag:
    StolenMadWolf
    A Traditional Sniper, I don't care about care about quick scoping and the fancy stuff, just me, the Sniper, and a load of headshots.

    Kayaking, SCUBA, and of course Forging