I like the concept of weapon pads in 1v1 for the increased risk/reward. It's also helps for the fact that us judges won't be able to memorize weapon times easily on a hundred maps. You guys could put weapon times in description too. That would help us a little. They'll probably be in the map threads though.
I've got a damage boost and rocket launcher on my map and the rockets are on a pad to sort of allow the players to bait the weapon because it's in an open area on the side of the map. Plus I like that you can combat evolved it with sticky nades. The damage boost is not on a pad because it's at the bottom mid if my map. There's some limited sightlines to bottom mid though, so I like that players can drop down, grab the power up, and have a chance to get back toward higher ground without your opponent necessarily knowing that you've grabbed it. So basically, I'd say it's situational. In most cases for a 1v1 I'd err towards not putting them on pads, but there's definitely situations that it can be beneficial.
lol. if your map named "splitting first prize with the judges" wins first place, it would definitely confirm people's suspicions of #corruptstaff jokes aside, good luck making your map
I agree that it depends on the situation. I have a speed boost on a pad on my map. On the one hand, it creates that situation where players are constantly being directed back to the pad, which you can argue is bad or good...But the benefit I see in it is that one player can't continuously time the power up and always collect it. Since the pad is on a static timer, it gives the player who's down a chance to fight for it when it comes back up. Certainly you could set up some scripts to do the same without the pad, but I feel like the pad has been helping, not hurting.
scripts on weapons and vehicles are a bit wonky, in my experience. Maybe I just haven't tried the right combo yet...
True to my word, it looks like I'll probably be submitting 4 sub-standard maps. I'm using this primarily as a testing tool, hoping to refine these designs. It's what I enjoy doing...refining designs over time. On a few rare occasions I've gotten designs right the first time with virtually zero adjustments being required. Who knows...maybe I'll get lucky and strike gold with one of these. I don't have pics at the moment, because I've been using all of my available online time to work on the maps. I may try to grab some screenshots next time I'm on. The first is Avalon (aka Rapture). It's a remake of my map from H2A. Was one of my favorite 1v1 maps in H2A. I'm expecting it to play pretty mediocre due to some scaling and weapon adjustments compared to the H2A version. WeedCough has done the art for it. It's ****ing beautiful, and this is good enough motivation for me to get it posted so he can at least get the credit he deserves for it. Next is The Gallows (will probably get a new name). This one goes back to Halo 4. I originally designed it with 1v1 in mind, but then made it ****ing enormous and ended up focusing it on 4v4 play as a result. This version harkens back to my original vision. I had been in the (very slow) process of re-doing the art on it. Unfortunately, I had to choose between finishing the art, or taking the opportunity to design and build some new maps. I chose to go with the new maps. I've actually removed some of the art I had done, because it looked incredibly odd being only partially done. It's pretty bare bones, visually. The third map is unnamed. I started up forge without anything in particular planned, and 15 minutes later I had this blockout completed. I've made only REALLY minor changes since then. It's essentially a series of ramps that wind around and over each other. It could end up being a complete disaster, but maybe not... The art is really basic, but I think it's unique enough to at least differentiate it from other maps. Number four is also unnamed. It's at the earliest stage of the four. The blockout is essentially complete. I'm not sure how far along I'll get on art before the submission date. It has a slightly elongated central atrium, with a path winding around each side of it. It's a relatively linear design. I've always enjoyed linear 1v1 maps that have just enough movement options to keep them from being too predictable, and that's what I'm aiming to create with this one.
I don't know how some of you people pump out maps in this game. I can only get one done every 3 or 4 months.
I start by lowering my standards as far down as possible. Then I try and get the basic layout down and just submit before I realize how bad the map is.
****, I do that with every map I make. At this point I'm like 50/50 on wanting to get better vs trolling all the designers and start claiming all my maps are the alpha and the omega
As of right now, my wip (which is very vertical with every kind of sightline) has: 1x Dying Star (It's like picking up a light rifle AND a damage boost... just playing around but it might be cool 1x Speed Boost (opens up new movement opportunities to break flow) 1x Gunfighter --I'll probably throw on: 1x Brute Plasma 1x AR or Suppressor 2x Splinters 2x Plasmas With the starting pistol and 2 frags, I think this should be a pretty good setup. If I switch out the dying star for a normal light rifle I'll also switch the speed boost to a damage boost.
I'm happy to see so many people taking a swing at this contest By the end of this thing I'm going to hate 1v1 because I would have played it a billion times in my lobby