8-12 Players Astro

Discussion in 'WIP - Works In Progress' started by Ethan McCary, Jul 19, 2013.

  1. Ethan McCary

    Ethan McCary Promethean

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    [​IMG]


    4-10 Players
    Asymetrical
    Playes Team and FFA Gametypes(the ones above)
    Download



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    Oversheild - 240 Sec.
    Rockets Launcher - 180 Sec.
    Sniper Rifle - 120 Sec.
    2x DMR - 60 Sec.
    4x Battle Rifle - 45 Sec.
    2x Assault Rifle - 30 Sec.
    Plasma/Frag/Pulse Grenade - Random


    Download

    I would love to hear lots of feedback and get some tests going!

     
    #1 Ethan McCary, Jul 19, 2013
    Last edited: Jul 21, 2013
  2. Zandril

    Zandril Promethean
    Forge Critic Senior Member

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    Alright. I was able to take a look at the map.


    Overall, I like what I'm seeing. The map has a good layout and I love the way you mixed the rocks with the forge pieces.

    I do see a couple of issues though.




    - The rocks: I like how people can get up these but the inclines you made that will allow people to get to the top are too steep. You'll know that a piece is at the best/right incline if a player can jump while walking up.

    - Yellow tunnel: I'd remove the walls in the middle if I were you. They're unnecessary and gameplay in that are would be better if they're gone. There are also some bumps in yellow tunnel.

    - Spawns: In both red and blue base, you mixed neutral spawns with the other initial spawns. I suggest moving these neutral spawn points because in FFA, people could possibly spawn right next to each other.

    - The tunnel pieces: I'm honestly not sure about how I feel with these. I can't decide whether or not they fit with the rest of the map. I would suggest lowering them a bit. So that their inclined area won't be visible. It just looks better. :)

    - Out of place 2x4: You placed a 2x4 in the map to block off a long line of sight. This is good and the piece serves its purpose well. But the block looks very out of place and just comes off as lazy cover.

    - Oddly placed wall near red base: You placed a wall near red base that has 75% of it buried in the ground. I don't understand the purpose of this piece and I suggest that you remove it.

    - Z fighting: There's some Z fighting in some areas of the map. Nothing big but it's fixable.




    Despite these issues, I actually really like the map. Good layout, aesthetics and, hopefully, gameplay.
     
    #2 Zandril, Jul 19, 2013
    Last edited: Jul 20, 2013
  3. Ethan McCary

    Ethan McCary Promethean

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    Same comment from 343, all those walls are line of sight blockers that I'm leaning toward getting rid of

    whats z fighting?
     
    #3 Ethan McCary, Jul 19, 2013
    Last edited: Jul 19, 2013
  4. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    Z-Fighting is when the surfaces of two overlapping objects meet at the same level, which results in a flickering effect. It's called Z-Fighting because it most commonly occurs on the floors of maps, which is the Z axis, and because the flickering makes it appear as if the 2 objects are fighting over that space.

    I agree with Zandrils feedback, especially regarding the blocks and walls you have bisecting pathways. The map will play better without them.
     
  5. Ethan McCary

    Ethan McCary Promethean

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    Updated the links
    added:

    2x BRs
    2x ARs
    removed unneeded walls
    added better sightline blockers
     

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