First attempt at a competitive map

Discussion in 'Halo and Forge Discussion' started by BRAV0ECHON0VA, Jul 16, 2016.

  1. BRAV0ECHON0VA

    BRAV0ECHON0VA Legendary

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    Hi all, so I'm currently working on my first ever attempt at a competitive map. I've been watching and reading all the various guides and tutorials, which have definitely been very helpful.
    I've finished the basic structure of the map, and I'm about to start placing spawns, weapons etc, and fill out the aesthetics.
    Just wondering if anyone with a more experienced eye would be interested in giving the basic layout a quick look and provide some feedback. I'm planning to try and get some test matches organised once I have the spawns and weapons sorted, but it would be great to get it checked out by someone who knows what to look for, in case there are any major issues that need to be addressed.
    If anyone's willing let me know, I'd really appreciate it.

    EDIT:

    Should have included the details to begin with.

    Gamertag- BRAV0echoN0VA
    BRAV(zero)echoN(zero)VA

    Filename- HELIX

    Here's the link:

    https://www.halowaypoint.com/en-au/...echoN0VA_0e36ff6c-7703-4202-9614-c7ebd1a93bae

    It's all set to go now with 4v4 spawns, weapons and power weapons.

    I'll be adding some screenshots and maybe a quick walkthrough video ASAP.
     
    #1 BRAV0ECHON0VA, Jul 16, 2016
    Last edited: Jul 18, 2016
    Chronmeister likes this.
  2. ReinaStorm

    ReinaStorm Nostalgia never dies
    Senior Member

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    I could give it a lookover if you'd like.
    What is the file name?
     
  3. Duke of Mearl

    Forge Critic

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    Sounds interesting. The first map is always a learning experience. I can take a look at it, and I also run a lobby to test 4v4s on Sunday and Monday nights
     
  4. Doju

    Doju Forerunner
    Forge Critic Senior Member

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    Id recommend uploading screenshots/posting a link so more people can give feedback from the initial screenshots
     
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  5. BRAV0ECHON0VA

    BRAV0ECHON0VA Legendary

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    Ok, will do, thanks
     
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  6. BRAV0ECHON0VA

    BRAV0ECHON0VA Legendary

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    That would be great, thanks. Filename HELIX
     
  7. BRAV0ECHON0VA

    BRAV0ECHON0VA Legendary

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    That would be great. I just finished putting in some weapon spawns, I'll go sort out the player spawns right now and it'll be ready for some trial matches.
     
  8. BRAV0ECHON0VA

    BRAV0ECHON0VA Legendary

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    The map is ready to go. I'd be interested in joining in with a test lobby some time, although it would depend on when you run them, I'm in Australia, so depending on where you are the time difference could be an issue.
     
  9. Duke of Mearl

    Forge Critic

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    Hosting tonight around 9 est
     
  10. BRAV0ECHON0VA

    BRAV0ECHON0VA Legendary

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    Hi Duke, thanks again for testing my map, it was really helpful to see a full lobby of 8 trying it out, and your feedback was really helpful.
    I have a few questions, which I could write down and you could write back, but if I see you online sometime would you mind if we party up and have a little chat? As long as your not already busy and in a chat with other people obviously.

    Anyway, thanks again for trying it out, and for the feedback, I really appreciate it.
     
  11. Duke of Mearl

    Forge Critic

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    Feel free to join a party anytime (as long as it's not mid testing lobby I will take the time to answer) or mail me here if that's easier for you
     
  12. BRAV0ECHON0VA

    BRAV0ECHON0VA Legendary

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    I'll try and catch up online sometime, but in case I don't, I'll post my main questions here.

    1) Was the overall layout understandable?

    It has reverse symmetry, basically from both bottom red and bottom blue the main paths spiral up and around anti-clockwise, so the overall shape is like a corkscrew. I coloured the trim on the walls and stairs of the two paths according to the initial spawn.

    To help identify which side of the map you are on as it spirals, I made the outer walls either rock walls or windows, blue spawn is on the rock side, red on window side, as the paths spiral upwards blue moves round to window side and red moves to rock side.

    I also tried to identify each level as well with different colouring for each level, I'm also planning to add props on each level to make them more distinct. I'll be adding zone names which should also help.

    You probably noticed the numbers for the teleporters and gravlifts- did you notice the coloured lights indicating whether the destination was on red or blue path?

    2) Gravlifts/teleporters.

    Obviously need to move teleporters back to rear wall to prevent camping, and I'll be adding props into corners outside lift/teleport alcoves.

    I'm also thinking the alcoves themselves are too big and allow camping, would you agree?

    3) Sniper spawn.

    Definitely too hard, and a little too risky to get to.
    I'll be adding a hard-route, either directly outwards each way from the centre, or a path along the wall. I'm thinking along the wall would be better, giving an easier and safer route, while a skill-jump from the centre will give a faster but more dangerous option.

    3) Top windows.

    Definitely need a change here. Do you think changing the entire window to a wall would be best, or perhaps have a smaller window, and a wall for the rest?
    I'll also be adding some cover into this area to break up the sight lines a bit more.

    4) Bottom floor.

    I'll be making the floor at the bottom less transparent so that it is more obviously a floor.

    5) Frame rate drops.

    This was mentioned when looking at the central lift, and also down the bottom- would this be due to too many FX? Or would it be caused by something else?

    6) Middle lift.

    It was suggested this might be better as a grav volume instead- just wondering the reason, is it because of the give-away sound effect when used?
    I'd actually experimented with this and found two small issues
    -Entering the grav volume while moving too quickly resulted in going through the volume and not reaching the top, or missing the opening at the top and hitting the bottom of the platform.
    -A grav volume doesn't allow you to fall back down through the hole in the top platform.

    7) Flow.

    The main flow of the map is meant to spiral upwards to the top level, with top blue and red being power positions.
    The lifts and teleporters was to give more route options, allow faster movement vertically, and to open up opportunities for flanking. Without them, the only routes between red and blue paths are through the middle area.

    Did this work, or do the lifts and teleporters disrupt the flow and make the map feel too chaotic?

    Watching the match, it appeared that the hard routes through the middle were mostly ignored in favour of the stairs and lifts/teleports around the outside.
    Should I look at possibly removing a few of the lifts/teleporters?

    8) Overall experience.

    When I tested it in 2v2 and 3 player FFA with friends, I was expecting it to be hard to find enemy players, but was surprised that encounters were fairly frequent.
    I noticed in your 4v4 match that enemies were encountered quite quickly- do you feel this to be a problem?

    Sorry about the length, you can see why I thought it might be easier to chat online instead.
    I'll try and catch you online soon, hopefully save you the hassle of reading all this and typing a reply.

    I look forward to hearing from you soon one way or another!
    Thanks for your help.
     
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