So Lemon, are you not concerned that Sword and Rocket launcher are too close together, in a recent game i played on this map i just ran and grabbed rockets and then proceeded down to get the sword, resulting in getting a killing frenzy straight off, why did you put the sword right next to the rockets?
Benforden I noted this when you first helped me play test the map 1v1. You and that rocket launcher seemed to work hand in hand to my destruction, as for the sword spawn, this is usually not an issue in the stranded 4v4 or 2v2. You May have noticed that the sword spawn has been further away than it originally was this was to correct this problem. I'm pretty sure this has solved it, but if anyone would like to feedback on the issue it would be greatly appreciated.
I'm ADHD with really good peripheral vision so when I look at a map I tend to just move around randomly...and it just sorted caught my eye as I panned...at this point I was looking for possible escape routes from the upper platform... And yeah it looks like its just a forge problem so thanks. I was hoping that you wouldn't have to change anything cuz it looks great...
I tested this map for him with 4 v 4. That is not a problem because it is a very populated area. It would be very unlikely that you could get to the rocket, while being shot at, rvr, and then running towards the sword, again rvr, I do not believe it is a very big problem. Lemmon, if more people begin to say it must be fixed, then I have no idea where you can rearrange the weapons. It is perfect how it is right now, but if you feel as if you must change it, go ahead. Again, nice job with this map!
Yeah, whenever you see the flashing, it means there are too many objects on the screen, but this only occurs in forge, because in that mode, the xbox has to draw spawns, zones, objective markers, etc, as actual objects. Frame lag is virtually eliminated, 99% of the time, when in the actual game. This map looks awesome from the pictures, I'm definitely checking this one out
Thanks everyone for the information on The flashing whiteness, On closer inspection I found a very slight lag issue in each corner of the map whilst looking diagonally across the map, this may be why in forge it caused this strange flashing. The lag issue has now been fixed so this should not appear now in both forge and custom games. thanks again to nopuntintended for finding this issue and to Bloo Jay and musikBoi360 for the infomation.
TEMPLUM Summary of Gameplay Templum is designed for four on four team slayer action, providing a symmetric battlefield for the two teams to settle their differences the hard way. Upon spawning, new and experienced players of the map alike will often walk straight forward, find a nice little bridge and attempt to traverse it. These players will soon learn that their counterparts on the opposing team have done just the same, and a brawl will often break out directly over the rockets perched dead center of this small bridge as an extra incentive for players to repeat this action. Other players will venture around the map discovering the shotgun, focus rifle, and sword that all have come to rest on the map’s line of symmetry. The carnage that follows the next four to twelve minutes will often be saturated with power weapons and cross-map carnage as Templum offers a large arsenal of power and non-power weapons and a nice supply of sight lines to make proper use of the focus rifle and DMR’s scope. While there are lines-of-sight stretching from wall to wall, these are not overbearing and players will soon learn how to avoid getting sniped by the kind of fellow who likes to hang out at the focus rifle spawn. Templum provides a decent mix of short range combat with the main dish of ranged encounters and decent gameplay and flow all around. Core Enjoyment As a symmetric space, Templum offers neither side any advantage save a player has an affinity to one team color or another. While certain locations will draw in players that enjoy camping lines-of-sight and anyone waiting for a power weapon spawn, the majority of players will make nice use of the entire map providing for some nice movement and action. Though the determined Jetpacker will find areas that lack killzones to harass the inattentive Spartan below, these areas are not dominating and do not have a serious impact on the enjoyment of the map. Though the aesthetics do not add much to the gameplay, they do offer players a good idea of where they are on Templum and my no means interfere with gameplay. 4/5 Gametype Enjoyment As a map designed for Team Slayer, Templum performs best with anything in the Team Slayer family. Due to the design of Templum objective gametypes have players fighting over very close objectives, be they flags or bombs. However, the map is said to support slayer best, so objective games are obviously not a focus of the map’s design. Slayer matches on Templum are generally enjoyable, though DMR starts can cause a less than ideal amount of cross-map fighting and work to eliminate a large portion of the close range fighting, leaving that mostly to players attempting to utilize the shotgun or sword or anyone else slinking around covered passageways to avoid the vigilant DMR wielding snipers above. Because of this, AR starts on Templum provide the most enjoyment. 3/5 Weapon/Vehicle Balance Power weapons on Templum are almost constant factors due to their number and respawn timer of the focus rifle. As they stand, no single power weapon dominates the map, though the focus rifle proves to be very effective due to the long range nature of the map and its fast respawn timer. Though a DMR equipped player can mark targets that most starting weapons would not be able to easily fight, there are enough DMRs on map to provide for a few sharpshooters on both sides while the maps offers routes for the remaining players to take without too much trouble. Though the DMRs and frequent power weapons usage can harass a player who hasn’t outfitted themselves with such a weapon, these issues are not game breaking, but do provide for a clearly evident change of pace as opposed to AR starts. As with most non big team slayer maps there are no vehicles, thus taking vehicle balance out of the equation. 2/5 Design Balance No location on Templum offers players a large advantage, and map movement in encouraged by this. Though locations like the focus rifle and rockets draw a lot of attention, there are no locations that become deserted. Players will often gravitate towards the power weapons spawns and tend to move between them using the red and blue sides; thus encouraging movement throughout the entire map, proving the balance. 5/5 Map/Gametype Breaks Though the map cannot technically be broken out of, locations around the walkway, large pieces can still be exploited despite the kill zones that guard the actual top walkway. Aside from the occasional dive-bombing jetpacker, this exploit cannot offer much assistance to players. 3/5 Spawning Templum features a very effective spawn system, creating a spawn problem on Templum actually takes a very serious effort; spawning under normal circumstances should not ever be a problem. 5/5 Lag Though the majority of the map and its various sight lines are lag-free, a player looking from the focus rifle spawn to the rocky side with the shotgun will notice a drop in the frame-rate, this issue caused by the large quantity of rocks merged to form an alternative to the wall, coliseum piece that usually adorns that spot. Aside from this location, there are no other instances of lag caused by Templum. 4/5 Theme Templum adopts the theme of a cave temple, supported by the one solid rock face and the rocks behind the coliseum windows on the side. The theme is executed fairly nicely in part due to the already established rockface behind three of the coliseum walls. All of these feature help add to the theme. Though it isn’t prominent, this theme is definitely present in some form. 3/5 Key Aesthetics The intimidating appearance of the walkway pieces is the first thing new players will notice, and this is the most evident aesthetic piece. Other features such as the slope from each team side are relatively unique and provide for aesthetic details players may remember. The appearance of the walkway pieces and round slopes create a nice feeling in an otherwise plain space. Other locations holding power weapons are easily found, not always through aesthetics but instead based on locations like bridges and altar-like structures. 4/5 Neatness No piece on Templum juts out or causes obstruction on the map, and no other issue such as z-fighting or protrusion can be found. Though this is the case, the appearance of doorways on the far sides of the map appear rather sloppy and the pieces used to create them are obvious and make most areas very square. The doors and struts offer pieces that appear slightly misplaced and give the impression that they were simply dropped onto the map. 3/5 Originality Though the walkway, large pieces create an interesting feel to the map, the gameplay is similar to most other coliseum maps and gives the impression that it is simply trying to fill the space and offers cover that looks mismatched to the map and offers long lines of sight. Aside from the interesting aesthetic features that help define the map, the gameplay remains unchanged from many other coliseum maps. 1/5 FINAL SCORES Rating Multipliers Enjoyment: 7.0x2.0 = 14 out of 20 Balance: 7.0x3.0 = 21 out of 30 Durability: 12.0x2.0 = 24 out of 30 Aesthetics: 12.0x1.0 = 12 out of 20 TOTAL SCORE = 71/100 FINAL SCORE Understanding the Review Hub's Ratings Have a question about your review? Review Hub Community Feedback Find this review helpful? Try editing it into the Original Post
Thanks a lot Scorch Guy for taking the time to review Templum. I hope you enjoyed it. I have got to admit I'am a tad disappointed about the score. I aways felt that Templum was a better map than my previous map Forsaken which got a 7.2 but that's just my opinion. hey ho, live and learn as they say, on to the next Project.