Thread Updated to reflect current iteration of project. Map changed from asym to inverse sym Name changed to reflect new map Initial Grass Concept volcanic concept
Looks like an interesting map. It certainly is reminiscent of Genesis (the planet..). If you manage to throw together something that resembles the flora, I'll be rather impressed.
Its been a blast helping. I liking the new changes also. The storm has keep me from being on that much but I should be back to normal forging. I see you online. The new "Genesis" project will be awesomee
Really excited to download this and poke around. Video makes me worried about scale for the 2-4 part of your intended player range, but it's just video. Great job on getting the campaign feel right though.
I don't think the white light ray work with the snow at all. The snow itself could work with different lighting, though
I like the layout of the map A3LG, however the map looks really dull with the white and gray. Not sure if you have any filters on, but it looks like you have the black/white filter on. The one with grass was a lot more vibrant which is a lot more pleasant for players and especially for viewers. I'd change the skybox to something that is more colourful if you want to keep that pallet, also try to incorporate some lava aesthetics maybe. Would look dope with all the white and gray. Just some thoughts.
Appreciate the feedback guys, but I have to admit I'm surprised to see so much focus on the aesthetics at this point in its development. Lighting is part of the polish phase after I've optimized the budget, which I'm reserving for any necessary geometric changes. That includes things like additional lava flows and light baking, which is off on most of the terrain. I'm not going to spend too much time setting down lights if I have to change a wall. The entire bottom middle in particular is still up in the air. The grass isn't happening again though. I'd agree that the grass palette tends to be more interesting, however I was not happy with how it looked with the map's geometry and, as I mentioned in that video, lost interest in the design once it stopped feeling good. I tend to explore palette swamps once a map has deviated from its original design so I'm not looking for the other map out of the new version. I like the volcanic theming here and it has helped the map to take on a form of its own. It's interesting that grayscale was brought up. I actually mentioned to @SH1FTY earlier that I thought there was too much color in the middle atrium. The majority of the map is is intentionally grayscale to make any color changes have significance. The skybox and lighting used to be blue for example, but i wasn't a fan of how it pulled player's attention out towards the skybox. The white lighting can always be addressed at some point, however I don't intend to make the map much more colorful unless it presents problems with orientation. We'll see how that works tonight. Also @GodlyPerfection Alphas don't tend to be publically playable, which I learned from you lol. Will go beta once internal testing weeds out any obvious gameplay issues. So probably by this weekend.
Goat, I trust your first game on this will be a 1v1 with me in which you lose, and the resulting trauma drives you to leave the map in a permanent state of beta limbo. You disappear from the community as the shame takes a toll on your mental health, and you fulfill your destiny of being institutionalized in an insane asylum until your final days, with your last words being "I'll finish the map". Or you win the 1v1, finish the map, and win a Nobel peace prize for finding the cure to cancer. Whichever.
Alright here's the feedback from a Slayer and CTF game: No Lines of Sight to Flag Spawns; cannot see where the flag is being ran; cannot stop flag once it is in the base Known issue; bases were not designed as flag bases. If bases were to be designed as flag bases: Bases would need be redesigned to support Flag by putting the Flag elevated in the middle of the base; instead of at the back. Sightlines out of the base would need less vertical segmentation to make flag running more visible Oversegmented "Swiss Cheesy" Bases They are not oversegmented but they are too big. I did not anticipate the majority of the combat to take place in the bases however, and especially didn't expect to see as much traffic through the shortcut as there was. The bottom middle of the base will no longer have access to the bottom middle of the atrium. The route from the neutral weapon into the bottom middle will no longer be a ramp. Takes a long time to find a sightline Scaling related issue If necessary, will look into a 25% decrease in side to side scaling of the middle atrium. This change may completely block the bottom window If necessary, will also look into a 40% decrease in the overall scaling of the bases. High jump in base feels weird Known issue. Probably the most obvious issue with how often players fell off of it. Jump will be removed or repurposed to improve flow Bottom Middle feels too small Known issue; was made smaller in a panic Bottom middle will see changes in playspace to alleviate this. Side Orientation and Visual Cues are lacking; Callouts are difficult Mostly disagree. Will be looking into increasing the geometric differences between the sides. --Red Base will have more natural lighting and be the only side with lava falls active --Blue Base will feel more frozen over and be darker. I do not plan on adding significant Forerunner related coloring to the map. OTHER THINGS At the current scale, Plasma Casters will need to be replaced. It is possible they can be returned after the rescale, but they were not enough to stimulate movement. Overshield is not fun to fight in the close quarters. Will either be replaced or more counters will be introduced I disagree with the suggestion to add additional Forerunner structures for orientation. They cost a lot of pieces and would make the map feel tacky when used in excess. If the current spawn platform remains, respawns will not be placed back there. Additional railings will also be placed. Middle Atrium may need additional vertical cover. One thing I might look into doing is getting a larger door in the front of the bases and smaller doors on the sides. There was a lot of combat happening in the bases and not enough happening in the middle, which is by design but a bit more than I would have liked. Overall I was happy with how different the map felt considering that I was ready to scrap it for most of the aforementioned reasons. I'm biased of course, but it was unlike any map I've played in the game thus far, so I do want to see it get its fair turn at being a good map. I might end up putting the map on the back burner until the introduction of additional flat rocks though. The majority of the geometric related issues are due to the constraints of the current rock palette.
Goat, try to filter the feedback you get from other forgers. Regardless how experiencedo they may be, their feedback isn't law. Design the map to play how you want it to play, and seek advice on how to change it to play that way if it doesn't yet. You should never compromise your design to please others, especially forgers.
thanks to @Sethiroth @SoloXIII @SH1FTY @xzamplez and @YourSelf. for the brainstorm session. Wanted more play in the middle and less in the bases, but the middle is very open and the bases are not, so I dunno. Maybe it's just a Bomb map.