The Bay

Discussion in 'Reach Competitive Maps' started by Graboids, Feb 21, 2011.

  1. Graboids

    Graboids Forerunner

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    My first uploaded map ever. First one I felt confident enough to post. Please give as much criticism as possible because I am planning on making a v2 of this map that will will play with more game types and may add cover and change spawns and such.

    So this is The Bay, I couldn't think of a better name for it. In the overview picture of the map I highlighted the main routes to the center-ish part of the map in a purple color. Those are not the only ways to there as you can see by the orange colored paths.

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    In this picture it shows the spawn of the Rocket Launcher set to respawn every 65 seconds on top of the bridge. Behind the Building is the Blue Spawn and a Machine Gun Turret that can be deadly if used right. On the Second floor is the Zombie spawn. The only way to the second floor is by Jet-Pack or by the Man-Cannon. The Man-Cannon only spawns in Slayer.

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    Nothing to say on this picture...

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    There is a Sword spawn in front of the Brace Tunnel or whatever it is called. Respawns ever 45 seconds I believe.

    [​IMG]


    I wasn't sure if I checked the right boxes but these are the gametypes supported for this map.

    StockPile
    LandGrab
    Infection
    Capture the Flag
    Slayer

    I'm not sure if any of there variants also work because I was unable to test.

    Comments would be much appreciated.
     
  2. Frozenlynx

    Frozenlynx Forerunner

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    Howdy there! Congrats on your first map post. I'm going to go over several ways to make your map better. These guidelines will serve to help better your forging skills. I am by no means an expert, but I've done a fair bit of research.

    As a general Forge rule, I recommend at least opening MS Paint and blocking out a floor plan for each level of elevation and the routes that will be used to access them. Of course, changes will occur while Forging when you see in 3D what works and what doesn't. Always have a Sprint and Jet Pack lying around to test out what you think players who are using those can do and how to control their movements without restricting them.

    At first glance the biggest issue I see is a lack of elevation changes. More cover is a necessity as well. You can add cover with just about any object. More clutter does not always equate to more cover. By adding more elevation, you will be naturally be adding more cover in the process and create key points for players to control. Not that you did it here, but one thing almost everyone hates are 2x2 steep inclines at default angle. It makes it difficult to see what's at the top. Think gradual slopes.

    Next, Identify lines of sight within your map and how dominant a position may be with DRMs or power weapons like the sniper. In your map there are several spots where you can see a huge portion of the map and pick people off. As a side note, 45 seconds on your sword spawn? That's far too short. I'm not sure the sword would even do you much good as the map stands. Most power weapons are 120-180.

    I see you've highlighted various routes around the center of the map, and this is good. You always want at least 2 ways into a room to keep campers at a minimum. You have certain areas though, like the top of the 2-story base, that can only be accessed by a single man cannon whose path leading to it is also very exposed.

    There's a lot more to be said, but I understand this is your first post and first version. The idea is there, and I think that with several more hours invested in forging along with some playtests on more finalized versions, you'll have a decent map to show off. In conclusion: good start. Keep it up.
     

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