Cellophane is a map I created for CTF, 2v2 and 4v4, and of course can also hold Slayer. It's unique for the several tunnels and hallways, the main power weapon is a spartan laser(Now Rocket). It sounds unusual but I made it work(Finally Rocket). I've been trying to take feedback from you all so I provided an overview, then some pictures. Enjoy! SPAWN FIXED Weapon List : Assault Rifle x2 DMR x4 Magnum x2 Rocket Launcher x1(Spare clips 0 and spawn 180sec.) Sniper Rifle x2(Spare Clips 1 and spawn 180sec.) Grenade(Frag) x4 Needler x2 Plasma Pistol x2 Plasma Rifle x2 Plasma Grenade x4 Extra Equipement : Camo x1 (spawn 120 sec.) Heatlh Pack x4 Pictures v1 ________________________________________________________________________ Pictures v2 You can see on the next pictures that the midle change a bit .... i add a 45 degree angle wall in each side for tactical jump and a ramp on the top of each pillar for jumping across the midle fast . Also change Laser for Rocket and add a Camo on top midle .... ~I received help from Shik on my English and posting pictures~
This map was definatly fun to play, lots of height variation. I still don't agree with the spartan laser though, I just didn't find it useful at all. Still, the map is sexy and and I'm diggin' the barrier in the rock.
I have one major problem with this map. The spawning. You always spawn on your side of the map, and there's no neutral spawns. You might want to fix this a little bit. It may work for objective, but not Slayer.
Hm, that’s the sky view of this map? I didn’t recognize that you made this one... It was a pretty fun one to play on and im glad you didn’t add the middle platform I suggested because it was great to play on without it. I must say, I never said this during forgeing but the incline with a small incline in the middle really seems odd to me. But really great and fun map to play doubles on. GREAT JOB! -lol
Looks pretty solid to me from the pics, but there's something about the spartan laser on the map that bothers me, I have no idea why, but I recommend you replace it with a powerup to make it looks more MLG-ish.
Well maybe i will take off the laser for the only reason that i owned everyone with that laser on this map ! And yes , everyone fell in love with this barrier . [br][/br]Edited by merge: I will change the spawn because i test it today and yes it's only work for CTF and 2v2 ...never tried a 4v4 and i saw today that i need to fix that . Thank you Southern . [br][/br]Edited by merge: I don't see what you're talking about for the small incline .....You need to show me this on XBL . Thank you for comz . [br][/br]Edited by merge: Like i said i will change Laser for something else but not a Camo i test it with a camo and people quited rage because of it .... Maybe a rocket or a plasma launcher . Also thank you for the suggestion .
I really liked the looks of this map when you showed it to me the other day. The only concern of mine is the spawns. You have each one specifically set for th team which can easily lead to spawn killing. The way to prevent this is by keeping the respawns neutral and using spawn zones set to teams. Spawn zones can greatly reduce the amount of deaths right after spawning. Other than that I really liked the hight variation. The lazor i feel is more of an anti-vehicle weapon, and so it's usefulness here is questionable. The use of rocks in the stairways is very nice. Overall very nice map. And as I've seen this is just one of many good maps you've made.
Frenchys, it looks like you need work with your spawns is pretty much the only problem that I see people are saying. I never have colored respawns in my maps, so maybe you should take peoples feedback on the spawns then re upload the map. Otherwise, I do like the layout of the map. I really like how you used the rocks in the right places, especially in the middle of the map.
Respawn zones are most certainly NOT the answer. Zones throw the weighting of each spawn point off horrendously. Its best to use colored spawn points. The real issue is spawn placement and balance across segments of a map. Weak Zones are also acceptable to add a little extra weight to some points that you'd like players to spawn in more often. If you'd like Frenchy, I could go over the spawns with you sometime. My GT is RedSchnitzelSec
I have to disagree here. Zones do not ruin spawning, forgers ruin spawning. Most forgers use zones, as seen in many Bungie, community and MLG maps. Although, there is no 'right' way to set up a spawn system. I think everyone would agree, however, that using neutral respawn points reinforced with zones is much easier than than team-labeling every respawn point. Spawn placement definitely is a game breaker though, and I personally would rearrange some of your spawn points, keeping players backs to a wall as often as possible, and around a corner as opposed to at the end of a hallway. Getting back to the topic, I checked this out in forge. I like the layout, it's simple and seems effective. I would be worried about the enemy team having both Snipers, especially in Dubs, but then again it does reward the more offensive team, and that may be what you want. I gotta say. I love the Laser and I would not hesitate to use it on infantry in a map without vehicles. Rockets are always used as the neutral power weapon and I think it's great that you chose the Laser instead. It takes more skill to wield a Laser, and a little bit of luck.
@bold: Completely agree. @non-bold: Totally disagree. Take for instance SaLoT's MLG Pit remake. He went with neutral spawns with a hard zone to set teams. Unfortunately the hard zode has too strong a positive influence on spawns, which allows for plays to spawn in close proximity to negative influences such as deaths and enemies. Arguably it will make you spawn more frequently near other positive modifiers such as team mates, but a strong zone is a maxed out positive influence which means that positive modifiers don't really affect the outcome of where you spawn. It creates more of a random spawn in this sense. However; if you color each individual spawn point, they have a base value and can be modified more effectively by negative and positive forces. Its more time consuming to do this, but as you spent so much time building a map, why would you care to be fickle about spending a couple minutes more time? Additionally, if you want players to spawn in a particular area more frequently, add a weak spawn zone. A weak zone is slightly stronger influence than the base value of a spawn point, but not so strong that it breaks the spawn system. An anti-zone is the equivalent to a weak, but in the negative influence aspect.
No ! Hahaha . This map is way more better for spawn than my other ones . [br][/br]Edited by merge: Spawn are now fixed* and way more better than before and we wont see spawn kill on a game. And yes i change laser for a rocket ......for some unknow reason ...... Also i'm glad you like it ! [br][/br]Edited by merge: Your the only one i saw in this thread that love the laser ......to bad .....there is no laser anymore :'( Well if i see that the rocket is OVERPOWERING i will put back laser [br][/br]Edited by merge: Yup spawn fixed* and if you wanna play a game on it to see how it plays .... hit me on XBL . my GT : Frenchys
Its a shame I didn't get to play on this map more than once. Though the one game I had on the map was certainly enjoyable. Having the laser as the power weapon of the map certainly a unique choice, and surprisingly works well. I would keep it, but just realize that it isn't everyone's cup of tea. I don't if the problem is still existent, but when looking at the map from the corner there was some slight disco. You might want to trim down some of the object count and that should fix the issue.
It looks very nice and agree with everyone else the spawn placement could be better I love your use of ramps on this map it looks really great same with the height variations it really helps with the gameplay but the spartan lazor could be taken out because for one it is hard to hit a moving enemy and two its an anti vehicle weapon. Besides that great map and I can't wait to see more of your maps
@Frenchys0 - I don't see what you're talking about for the small incline .....You need to show me this on XBL . Thank you for comz . The ramps on Picture 5. The middle inclines are waisted and to me it seems worse-looking then just a plain old ramp. I know an important thing to keep in mind is making your map look like its not made of forgeworld objects, but it looks silly to me. Also a thing i noticed was that the size of this map makes me feel I cant jump around freely like I want to lol. Maybe raise the ceilings? (If possible ofcourse) If other people feel the same way I would try to make that happen. One thing I do like though is the rooms off the bottom floor, those are good. (As seen in picture 2) I like those rooms. But nice changes, I like the idea of tac-jump and the inclines! Keep up the good work Frenchys.
Belle carte,notamment pour l'utilisation des rochers comme murs et pour les différents décalages de hauteur de plafond(je ne sais pas si tu vois ce que je veux dire).Ajoute moi comme ami: XxFallenFlagxX
Well thank you alot Sora ! i hope we can have a game on it this weekend . [br][/br]Edited by merge: Ok yes i see i will delete them becuase i have discolag ..... And i'm happy to know that you like v2 changes ! [br][/br]Edited by merge: Merci pour ton commentaire ...... je ne peux rien faire pour les décalages ..... amoins que tu ais un truc magiques !!?? Et je t'ai envoyer une requète d'ami !