[WIP] pmc_nightingale

Discussion in 'Map Discussion' started by Wahrer, Mar 24, 2016.

  1. Wahrer

    Wahrer Legendary

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    Wahrer submitted a new map:

    [WIP] pmc_nightingale - Inverse-sym Arena map (eventually) belonging to a larger map pack.

    Read more about this map...
     
  2. TruncateComb6

    TruncateComb6 Legendary

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    So I was part of the Friday testing lobby and your map was one of those featured. I gotta say, overall I really enjoy your map. I've got a lot of good things to point out. We played either 7v7 or 8v8 (our number varied.)

    Pros:
    -Map has an overall well done aesthetic feel. The lighting and effects along with the terrain were pleasant to look at. I didn't feel like I was playing on a bunch of forge blocks. My eyes were never bored. Excellent work.

    -Outside 'skybox' aesthetics are excellent. The outside felt quite unique and detailed. The pelican flying outside was one of the best, most refined scripts that I have ever seen.

    -Elevator scripting was good and consistent as well.

    -Weapon Sandbox felt reasonable. Power weapons were prominent enough to be important without being overwhelming.

    -Map Easter eggs were quite enjoyable and added a bit of humor, which is always welcome.

    Suggestions

    -More interaction between levels. A grav lift or another elevator would help add more interaction between levels, which unfortunately felt kind of lacking towards the middle.

    -Slightly more cover in the middle.

    -I'd personally adjust the sword spawn time a bit. The spawn time itself is actually fine, but the map is a bit big and open in many spots, resulting in the sword not being used up very fast. Towards the end of our match, the sword built up to where there were at least four being used at the end of the match. This could also be solved by making some of the spaces a bit more fitted for the sword.

    -Aesthetic refinement: While the lighting coverage was excellent, keeping the immersion consistent, the red tint to the lighting was rather overwhelming. Some more blue would be appreciated and add variety to the blue side. Maybe a couple of ceiling white spotlights in some of the halls to add a bit of neutrality to break up a bit of color in a couple of spots and add a bit of brightness in some of those darker spots.

    -I heard some comments about the use of Breakout pieces, especially the reflection when using a sword. It didn't bother me, but some didn't always find the breakout terrain the best fit for the area.

    -Floating Phaeton occasionally hovered off in a random direction. I think this is a scripting glitch and might not be something you can fix. It fixed later in the match though.

    Overall though I really enjoyed your map. The aesthetics were great and weapon layout and selection felt well balanced and thought out. The outside skybox was incredible. I look forward to seeing any changes; I think this is one of my favorite non-remake maps I've seen.
     
  3. MstrBlonde

    MstrBlonde Forerunner
    Senior Member

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    I'd agree with most of what Truncate said above. I think the map can easily accommodate 8v8 due to its sheer size. I really enjoyed the scripted canon and the phaeton.
     
  4. Max Extra

    Max Extra Forged Friday Founder
    Staff Member Administrator Forge Critic Senior Member

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    The coloring on the map to me seems a bit to monochromatic or at least i felt the red was over powered and not accented enough with other colors. With the right touches to the lighting here and there i think itll help pull the map together and bring out and detail some of your aesthetic touches.

    Teleporters need a bit of work as they dump you facing a window, and they drop you in the middle of a hallway. I would suggest working the teleporter into a corner or frame.

    I would not recommend the use of the breakout pieces in their current areas or even on the map for that matter. maybe they will work in a better location but not where they are.

    Upper mid was super open and could stand to use some cover or something to break the lines of sight around the power up.

    The upper bases also seem to lack a bit of detail that is found in other locations on the map. perhaps working to detail them more and to build them up a bit they will look better and tie the map together

    also it would be better to use some sort of accent eg lighting to bring out weapon locations, for instance the hydra is really difficult to see for me.

    Over all i think its on the right track but feels unfinished and needs a bit of work to refine what you have. Id love to test this again on another Forged Friday
     

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