[Map] Hydrodynamics by varaka

Hello community. I’ve never been good at forging, but I decided to try my best at making a for Slayer and CTF game modes. I would be happy if people could try it and give me tips and reviews for it.

http://halo.xbox.com/en-us/haloreach/varaka/fileshare#!/?section=MapVariants&MapId=&GameMode=0&SearchDate=7&SortBy=2&view-select=Tile&tags=&startIndex=0&details=29596512

I’ll check it out, then provide feedback

Sorry for not responding earlier, I was busy :confused: But I still have plenty of feed back to improve your map.

Spawning-

On this map, there are only 4 spawn points per team. Now, this isn’t nearly enough for smooth gameplay to happen. And the thing is, basically all the spawns are lined up right next together, right out in the open. This will cause major spawn camping. And also, 2 of your spawn points are out of the Respawn Area. I suggest putting a lot more spawn points, in places that have cover (Not in the open)

Weapons-

As of right now, there are 3 neutral weapons. A shotgun, a Rocket, and a sniper. Now, I think that’s a bit to much. What I would do is replace the Rocket Launcher spawn, with the sniper. And just get rid of the RL all together. And add more DMR’s around the map. I only counted 4 (I might of missed some) but you should have at least 6 or 8.

Overall Map Design-

Now, you have a good start here, but so many things can be improved. Right now, there are really now ways to flank the enemy, since it’s all in a straight line. There are no alternative pathways, just essentially one pathway to the base. (I recognize that you have the glass tunnels on the side, but that doesn’t cut it) I would add a bottom level (Kind of what Narrows did) This is a start, and maybe expand on the sides a bit more? Anyway, on to the next thing. There’s not enough cover. When playing a game, someone was able to snipe me with a DMR all from the other base! Now for the bases. The bases are too open for comfort. They aren’t actually bases, more of death traps. Very little cover, and needs more aesthetic/creativity. Lastly, the top part (Where sniper spawns) Is so easy to camp there! The only way up is from teleporters and grab lifts. This isn’t okay. I was able to get a killing frenzy up there withe sniper. i would suggest expanding the width of the platform, and make ramps that connect to it

Misc. Problems-

Now, first things first. The killballs underneath the map. I know you were trying to go for a spaceship esque thing, but in all honesty, they don’t look good, and cause massive frame rate lag. Nobody really can see them, so why bother putting them in? Next this is the lights inside the class. Now this map could probably handle 2 lights (Wouldn’t recommend it though) But the thing is, you put them inside glass, that made so much frame rate lag! i suggest taking them out. Next thing, is plain and simple, cut back on glass (Causes frame rate lag) And also, in the glass tunnels, the 5X1 piece’s are z-fighting a lot, I suggest you fix this.

You have a long way to go, but I think you can make a really great map here if you follow my advice. If you would like me to help you, my GT is Robert Jonez

Good luck!

> Sorry for not responding earlier, I was busy :confused: But I still have plenty of feed back to improve your map.
>
> Spawning-
>
> On this map, there are only 4 spawn points per team. Now, this isn’t nearly enough for smooth gameplay to happen. And the thing is, basically all the spawns are lined up right next together, right out in the open. This will cause major spawn camping. And also, 2 of your spawn points are out of the Respawn Area. I suggest putting a lot more spawn points, in places that have cover (Not in the open)
>
> Weapons-
>
> As of right now, there are 3 neutral weapons. A shotgun, a Rocket, and a sniper. Now, I think that’s a bit to much. What I would do is replace the Rocket Launcher spawn, with the sniper. And just get rid of the RL all together. And add more DMR’s around the map. I only counted 4 (I might of missed some) but you should have at least 6 or 8.
>
> Overall Map Design-
>
> Now, you have a good start here, but so many things can be improved. Right now, there are really now ways to flank the enemy, since it’s all in a straight line. There are no alternative pathways, just essentially one pathway to the base. (I recognize that you have the glass tunnels on the side, but that doesn’t cut it) I would add a bottom level (Kind of what Narrows did) This is a start, and maybe expand on the sides a bit more? Anyway, on to the next thing. There’s not enough cover. When playing a game, someone was able to snipe me with a DMR all from the other base! Now for the bases. The bases are too open for comfort. They aren’t actually bases, more of death traps. Very little cover, and needs more aesthetic/creativity. Lastly, the top part (Where sniper spawns) Is so easy to camp there! The only way up is from teleporters and grab lifts. This isn’t okay. I was able to get a killing frenzy up there withe sniper. i would suggest expanding the width of the platform, and make ramps that connect to it
>
> Misc. Problems-
>
> Now, first things first. The killballs underneath the map. I know you were trying to go for a spaceship esque thing, but in all honesty, they don’t look good, and cause massive frame rate lag. Nobody really can see them, so why bother putting them in? Next this is the lights inside the class. Now this map could probably handle 2 lights (Wouldn’t recommend it though) But the thing is, you put them inside glass, that made so much frame rate lag! i suggest taking them out. Next thing, is plain and simple, cut back on glass (Causes frame rate lag) And also, in the glass tunnels, the 5X1 piece’s are z-fighting a lot, I suggest you fix this.
>
> You have a long way to go, but I think you can make a really great map here if you follow my advice. If you would like me to help you, my GT is Robert Jonez
>
> Good luck!

Thank you so much! I’m not very good at forging sadly, but, I’d like to get better.

I’ll definitely take your advice.

> > Sorry for not responding earlier, I was busy :confused: But I still have plenty of feed back to improve your map.
> >
> > Spawning-
> >
> > On this map, there are only 4 spawn points per team. Now, this isn’t nearly enough for smooth gameplay to happen. And the thing is, basically all the spawns are lined up right next together, right out in the open. This will cause major spawn camping. And also, 2 of your spawn points are out of the Respawn Area. I suggest putting a lot more spawn points, in places that have cover (Not in the open)
> >
> > Weapons-
> >
> > As of right now, there are 3 neutral weapons. A shotgun, a Rocket, and a sniper. Now, I think that’s a bit to much. What I would do is replace the Rocket Launcher spawn, with the sniper. And just get rid of the RL all together. And add more DMR’s around the map. I only counted 4 (I might of missed some) but you should have at least 6 or 8.
> >
> > Overall Map Design-
> >
> > Now, you have a good start here, but so many things can be improved. Right now, there are really now ways to flank the enemy, since it’s all in a straight line. There are no alternative pathways, just essentially one pathway to the base. (I recognize that you have the glass tunnels on the side, but that doesn’t cut it) I would add a bottom level (Kind of what Narrows did) This is a start, and maybe expand on the sides a bit more? Anyway, on to the next thing. There’s not enough cover. When playing a game, someone was able to snipe me with a DMR all from the other base! Now for the bases. The bases are too open for comfort. They aren’t actually bases, more of death traps. Very little cover, and needs more aesthetic/creativity. Lastly, the top part (Where sniper spawns) Is so easy to camp there! The only way up is from teleporters and grab lifts. This isn’t okay. I was able to get a killing frenzy up there withe sniper. i would suggest expanding the width of the platform, and make ramps that connect to it
> >
> > Misc. Problems-
> >
> > Now, first things first. The killballs underneath the map. I know you were trying to go for a spaceship esque thing, but in all honesty, they don’t look good, and cause massive frame rate lag. Nobody really can see them, so why bother putting them in? Next this is the lights inside the class. Now this map could probably handle 2 lights (Wouldn’t recommend it though) But the thing is, you put them inside glass, that made so much frame rate lag! i suggest taking them out. Next thing, is plain and simple, cut back on glass (Causes frame rate lag) And also, in the glass tunnels, the 5X1 piece’s are z-fighting a lot, I suggest you fix this.
> >
> > You have a long way to go, but I think you can make a really great map here if you follow my advice. If you would like me to help you, my GT is Robert Jonez
> >
> > Good luck!
>
> Thank you so much! I’m not very good at forging sadly, but, I’d like to get better.
>
> I’ll definitely take your advice.

No problem!

Happy to help!

It would be very helpful if you could add screenshots of the map