Depot

Discussion in 'Reach Competitive Maps' started by CyborgAnthro, Nov 26, 2011.

  1. Hulter

    Hulter ^Raindear
    Forge Critic Senior Member

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    You have very shallow bases and not a lot of technical cover. You may want to make the map a bit more complex and block a few sightlines a bit more.
     
  2. CyborgAnthro

    CyborgAnthro Forerunner

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    We'll see, that's what I'm hoping.
    Well this would be quite the restructuring... Thanks, I'll see you on one of these days.
    Thank you! If I know which spot you mean, I actually didn't have to use braces, the pyramid has little lights inside it, I just lined it up over the wall in a way that makes it stand out.
    I'm never sure what to expect. Sometimes friends and testers love the map, but then when I release it the map flounders. That's why its nice to see non-testers receive the map so well too, so thanks!
    This is (mostly) intentional. I wanted the sightlines just open enough and the cover just sparse enough to keep people moving. Could you specify what you meant by technical cover? I assume you mean cover that is superficial and unidirectional rather than large and solid structural cover. If anything I feel like the map is mostly made up technical cover rather than substantial "safe" cover. I do have multi-functional cover if that's the sense you meant, such as crates and other pieces that serves as jumps, etc. As for the complexity issue, one of the things I really wanted to do for this map was make it split screen compatible. I considered adding a few more platforms and even a 3rdish floor but in the end decided against it for the sake of the frame rate. The layout as it is plays quite well to me. It's simplicity and constant movement makes for slightly faster games than some other more segmented maps. All that said, I am open to specific suggestions about what sightlines you felt were too long and what areas need more cover. Thanks for the constructive criticism, I really appreciate it.
     
  3. Hulter

    Hulter ^Raindear
    Forge Critic Senior Member

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    Technical cover is the direct opposite of lazy cover. It means you need more structural, substantial cover.

    Openness doesn't necessarily promote movement or fast gameplay. It can be exactly the opposite. It shouldn't come to the point where you can barely move without exposing yourself. There need to be areas Segregated from certain other ones, but at the same time are open to others. That's what promotes movement, when you have to get to a different place to get a good view of where your opponent is at, all the time.

    I think this map is too open and simple. You can see the entire side, essentially, from one place. You know how on Pit, there's the low flag area, the area behind snipe tower and the mauler corner that you can't see from top mid? There's really nothing like that on this. The bases are open in all directions, and you just don't have anywhere to go that is out of the sight of the opponent. You're going to have people spawning in view of the opponents, and spawn trapping will be easier than on sanctuary.

    I don't really like the pit that much, and I don't think you need to rip it off, but the concept still applies. You can't let people see the entire map from one spot. That promotes staying in that placeb rather than constant movement. You only really have one strong power position and little to counter it with.

    I don't think the sightlines are too long. I think they're too open and wide.


    I hope my criticism helps.
     
    #23 Hulter, Dec 2, 2011
    Last edited: Dec 2, 2011
  4. Overdoziz

    Overdoziz Untitled
    Forge Critic Senior Member

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    Just played some matches on Depot with some other guys and the spawns were surprisingly bad. It was 4v5 bad that shouldn't have matter that much for spawning. I feel like the map doesn't have enough places to spawn you at. I'll take a look at them in Forge some time. See what I can do.
     
  5. CyborgAnthro

    CyborgAnthro Forerunner

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    Indeed it does help. I will look into some solid structural additions for a v2 that close off more sight lines. If I do it right and the sightlines are properly limited, it will not impact framerate. I am thinking the cliffside is where I'll add more structural cover to segment it from the rocky side. Thanks again for the feedback, hope to hear what you think about the second version after I've tested it a bit. Nice profile pic btw.

    Well, I've never tested the map with more than 8 players so I don't think the ninth player is a trivial issue, but thanks for letting me know. It's frustrating when issues like these don't come out during testing, but I suppose I typically get casual rather than rigorous feedback. If I do make some structural changes this will probably also add some more safe spawning options.
     
    #25 CyborgAnthro, Dec 4, 2011
    Last edited: Dec 4, 2011
  6. Overdoziz

    Overdoziz Untitled
    Forge Critic Senior Member

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    Where's this new version of Depot you talked about?
     
  7. II Sh0 Time II

    II Sh0 Time II Forerunner
    Senior Member

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    Good usage of the flat land in forge world! By the looks of it this is probably the best creation in that certain area. I'll be checking this one out tonight! DUDE REALLY AWESOME JOB! I'll leave feedback later once I have played it.
     
  8. CyborgAnthro

    CyborgAnthro Forerunner

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    If I don't get to show it to you in the next day or so I will just put it up in my file share for you to download.
    Thanks for the comment, I look forward to hearing more about the game play!
     
  9. Overdoziz

    Overdoziz Untitled
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    Made any other changes yet since I last saw it?
     
  10. CyborgAnthro

    CyborgAnthro Forerunner

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    Yeah a few. Not only did I change the spawns and do a little restructuring, but I also tweaked the map aesthetically as well. You may see the changes tomorrow night at tgn if I decide to run it, but if not I'll at least post some pics up soon. I'm not going to actually release the v2 until I test it some more though. Thanks for the help btw.
     
    #30 CyborgAnthro, Dec 11, 2011
    Last edited: Dec 11, 2011
  11. DominationQ

    DominationQ Forerunner

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    I do like this map's layout, I can definitely see it's inspiriation from the Pit. From what I can see from the screens, the sightlines are broken up well enough and aren't too long, but I would have to play it to get a good feel of it. I'll dl it and take a look around, and come back with some better feedback.

    Edit: Ho-Lee-Shnikes Batman, this map is AWESOME. After taking a look around, I really like it, the sightlines are perfectly broken up with areas for ranged combat and CQC, especially the shotgun spawn. The weapon set is really good and perfectly placed, though the weapons don't have many clips, like the 180 sec Rocks and shotgun with no spares. That might make adding some more small arms a good addition, maybe some more magnums or ARs to help players who use up the weapons quick find some ammo. And I saw those mongooses you put on for CTF only, nice little addition for faster capture times. Another little issue I noticed is the stockpile capture zones were placed on top of repeaters, and in general you don't want the zones near or on weapons so you don't accidentally pick those up when you want to steal flags. And what's up with the ledge with the shade turret? That seems totally unnecessary and a little unprofessional on such a professionaly designed map.
    Overall, like sixteen thumbs up for this one, absolutely a must dl for customs. I'd like to see even more gametypes added in later versions.
     
    #31 DominationQ, Dec 12, 2011
    Last edited: Dec 15, 2011
  12. Noooooch

    Noooooch Forerunner
    Forge Critic Senior Member

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    I downloaded this and tested the breakability in a custom game. It's practically unbreakable, but I did notice something you might wanna change.

    On the Rockets side, if you jump over your forged rails and land on the actual cliff a few feet underneath (where you have your traffic cone), you hit the hard kill zone and die immediately. It might be better to lower your hard kill by several coordinates so this wouldn't happen.

    Just thought you should know, in case you didn't.
     
  13. CyborgAnthro

    CyborgAnthro Forerunner

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    Thanks! I'm surprised I didn't catch that on stockpile, I will fix that for the next version. I'm out of town for the holidays so it won't be that soon though. I know some don't care for the shade turret but I actually had to put something there. The pyramid piece I used juts out of the cliff and the best solution I came up with was to make an inaccessible ledge out there rather than to cover the piece up with a large rocky structure. It's not really noticeable in game but oh well. Thanks for the comment!

    I actually set that kill zone up that way on purpose. I didn't want that ledge to be exploited at all so I placed a hard kill and a cone to warn against people going down there. I can see someone falling down there once in a blue moon but it'd be no different than falling over the ledge on the other side. If I could delete that ledge I would but unfortunately its part of the quarry geometry. Thanks!
     

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