I’ve made a map in forge that I think would be a good addition to a MP game type like slayer. The map is in my file share. I named the map “Nunatak”. I would like for more people to test it before actually publishing it though, so feel free to download the map in my fileshare and message me here or on xbox live. I’m always open to new ideas so please comment your thoughts on the map. Thank you!
In all honesty after looking at the map, I can tell you it isn’t good.
You have four snipers on this map, all on a 45 second respawn, with Rockets in the middle on 50 second respawn.
I have found a few exploitable spots with the Jetpack.
A few places with z-fighting.
Overall this wouldn’t be good for competitive play, especially in Team Slayer, if one team got a hold of all those Snipers, that is four snipers on one team.
thank you for your comment. i will reduce to number of snipers and increase the spawn time on them an the RL. if you dont mind can you tell me where the spots you were refering to are so that i can fix them? and what did you think of the map lay out? was it balanced?
> thank you for your comment. i will reduce to number of snipers and increase the spawn time on them an the RL. if you dont mind can you tell me where the spots you were refering to are so that i can fix them? and what did you think of the map lay out? was it balanced?
All of the rocks that stick out of the walls that aren’t intended for play can be jetpacked onto, there are no kill zones up there as well.
Some of the kill zones you have placed aren’t actually covering the whole area, so players can simply just stand at the edge and survive.
Honestly though, the layout isn’t exactly the best, it is very cramped in some areas and the bottom layer is very open.
Jetpack can completely break any sort of setup on the map.
Even though I’ve only played this map with a 4v4 party size, I’ve never had a problem with players using jetpack nor them going anywhere that would be considered an unfair advantage, besides the map is open enough for anyone who wants to use the jetpack toward an unfair advantage to be easily shot down as soon as they lift off past any cover blocking the ground players view. there is no cover at these locations which makes them not an ideal place to camp to get “easy kills”. but I do thank you for pointing out the spawn time error and the over abundance of the sniper rifle. and if you dont mind me asking what would you do to help the bottom half of the map? I also realize it lacks cover and is to open. I just dont know how to make the bottom blend in with the rest of the map. I will more than likly have to delete a few items for I am low on money. I added the rocks as decoration items to make the map not look so bland, but will most likly have to delete a few for money.
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HAHAHAHAHAAHAHAHAHA!!! what makes you think your map is any good? Your map is bad and you should feel bad.
For information in regards to getting your map as a candidate for MM, I recommend reading up on the thread I posted which is in the pinned topics of this forum page.
> HAHAHAHAHAAHAHAHAHA!!! what makes you think your map is any good? Your map is bad and you should feel bad.
And unlike The Little Moa, you have shown complete inability to be mature and constructive in reviewing why a particular map is “bad”, and what he must do to make it better.
As The Little Moa stated, kill zones are needed (soft if you please), and reduce the amount of power weapons.
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Don’t listen to him you can always improve on a map no matter what just take all this constructive criticism and put it to good use:)
Couple rules of thumb I try to follow when it comes to power weapons on a map. *Depending on the target audience, spawn times may increase or decrease.
Average settings:
Sinper: 1 spare clip = 90s respawn; 2 spare clips = 180s respawn
rockets: 0 spare clip = 90s respawn; 1 spare clips = 180s respawn
All other power weapons 90s.
I really appriciate all of your help I will make the changes sometime today. does anyone have any suggestions for the cover problem regarding the bottom of the map? any suggestions would be helpful, well as long as their not like that one guys.
based on what i have read so far, (meaning i havent looked at the map yet) what you should do is set up your weapons and their spawn times like they are on the current multiplayer maps. Try to find a balance between the ranged weapons (dmr, pistol, needle rifle, needler heavy weapons, ETC) and the CQC weapons (shotty, AR, sword, hammmer, plasma repeater, ETC)
AT maximum you should have 2 sniper rifles
At maximum you should have 1 rocket launcher
At maximum you should have 1 sword or 1 hammer (or if the map is large 1 sword and 1 hammer)
hope this helps
OK, I downloaded the map.
From my perspective, there is a great potential to be a great map. I think of the biggest things is it seems a little messy. If you look at just the 2 bases, they are pretty nice. I think where it mostly falls apart is somewhat the placement of the spawns, weapons and majorly, the middle of the map.
I am not trying to be mean or anything.
Thanks,
Frederick
I will probably redesign the entire middle portion of the map. its nice an all but its just not something that works. I will keep the original up on my FS, but when im done with all the changes I will take it down so that i can have the same name. If anyone would like to help or just drop in to see how things are looking so far you can add me on live an join game. I may not always be forging tho so send me a message first if you want to see the map.
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Like you could make a map any better
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OP, don’t listen to this guy. You have the right attitude as you’re willing to take constructive criticism from the guys who’ve taken the time to download and review your map. Keep it up man, you’ll get there.
As to the routes to getting your maps in MM; a good portion of MM maps are selected through the Community Cartographers group that works directly with the Reach Matchmaking Sustain Team. There are several representatives that span most of the major Halo community gatherings. I can tell you more via PM in an attempt to avoid plugging other websites if you wish to know more.
Stick with it my man.
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the map is bad yes, i laugh at it as well but should he feel bad? no, he should feel good for actually being in the smart minority and actually looking for and accepting constructive feedback which is a major problem with most forgers, even good ones.
i’m looking at this map right now in forge while i type this…
to many bridges used to create connections from point A to point B, bridges themselves aren’t necessairly bad but the problem with them is they restrict player movement and funnel them down a specific pathway, they’re fine used in moderation where they’re suited but for the most part they just restrict player movement and travel, its a problem with lack of room to move around and you need that room to move around to dodge grenades, strage, generally to try and out play your opponent, with restricted movement the player movement becomes extremely predictable.
the map is to open, you have multiple lines of sight from high up to most of the places on the bottom floor, because of this players are going to ignore the bottom floor because they see it as a death trap and instead stick to the higher grounds, but, even on the higher grounds you have very little in the way of cover so trying to move around the map means you’re going to get shot down at every angle and along with the restricted movement its going to create very little map movement.
the sniper towers are over powered, it doesn’t help that you have sniper rifles spawning up there as well, the 2 high corners of the map offer dominating lines of sight while providing tones of cover and a fast spawning sniper rifle, anyone who takes up position up there is going to be nearly impossible to take down because of the amount of cover he has.
the spawning is horrible, you’ve got spawn points every where out in the open but hardly any in cover, this means that no matter where you spawn you’re more then likely going to get shot off of spawn which is never a plesent thing to experience.
i’ve also noticed that you’re using 2 kill bounderies to block off angled roofing, the problem with these kill bounderies is that they intrude into the actuall play space of the map though above the players, anyone who gets knocked up higher then usual from an explosive is going to hit the kill boundry and if they’re holding an objective then that objective is going to reset.
performance isn’t bad, but the lights are already causing some noticable issues in fullscreen so if you want good performance then they’re going to have to go.
whats with the 2 random shield doors floating by blocks doing nothing?
advice?
well, thats hard, my general advice would be to start a whole new map because no matter what you do to this map, you’re just going to be polishing a turd so instead you should take what you’ve learned and use that knowledge on your next map, the problem with this comment is that i haven’t given you some decent pointers to work with, only negative critism and is a contradiction to the fact that you learn more from improving current creations then you do building new maps all the time, all though the map will be a polished turd at the end, the knowledge you gain from polishing that turd is worth while.
for spawning my general advice is to put the spawn points in good intuitive positions, by this i mean in places that are going to be for the most part safe and facing a good direction so players can easily orientate themselves off of spawn, also cluster them in 2’s and 3’s but in dodgy locations i recommend only putting one down, also, remember that more spawns doesn’t mean good spawning, what matters is where the spawn points are positioned, cluttered spawn points leads to horrible spawning and for evidence of this, just look at how bad the spawning is on the default maps.
for power weapon placements, puts them in locations where they are not usefull so that players have to earn to dominating positions with the power weapon instead of it being handed to them, a good example would be the swords position on heretic/midship from halo 2/3 which was positioned on top middle in a very open useless postiion for it and to use it you had to earn the CQC enviorments.
for actual map design itself, all i can really say is use structers to break up the lines of sight itself, instead of building thing A and thing B then throwing down lazy cover as you have done here, the cover would come from the structure of the map itself, a good example i think would be unconqered which is one of the community maps in matchmaking, almost nothing on the map is lazy cover and most of the lines of sight is broken up structually.
for object use, use what fits and avoid using overly complex objects, try to avoid using the building peices for the most part because allthough they may do the job, they do it badly when something you build yourself can do the job 100x better, in some rare cases using buildings is fine though, just browse around good community maps for an idea on how to use objects effectively and efficiently but a lot of this also comes from experience and practice, a good rule of thumb is just use what fits, isntead of using say 2 2x2 use the 4x4 etc …
i think thats about it, dang this is a big post…