Please Try These Maps And Submit Feedback

Hey guys! (and girls, if they care to read this)

May have posted this before, though I’m not to good at remembering things like this sorry.

Ok, been forging lately and created 2 maps
Anvil
Hangover

Hangover Description - 4v4 suitable (Preferably only 2 teams)
all players start in the “hanger” (FLOABW) and teleport to a walkway spanning out towards a 3 Story Building on both sides (teams teleport to opposing sides, obviously) and then once they reach the top of the buildings they reach a Man Cannon, this boosts you over to a giant walkway floating mid-air in the centre of the map hovering over a horizontal walkway to join to two teleport receiving walkways.

Anvil Description - 4v4 suitable (RvB only)
Players spawn in two boxes at each end of the map, hanging in mid-air, overlooking the map as a whole. Players teleport to (FLOBW) 2 Pyramids joined together creating a walkway going to different sides leading to a choice of going down or up a level. If you decide to go up a level then it takes you to 2 dishes split but to get to the other side you need to walk over a strut (the struts on both sides are joined to look like a Cog. If you decide to go down a level then that also leads you down another level which again takes you to a pair of dishes like the top levels, However these dishes differ from the top levels only slightly though, there are struts placed in the middle of the dishes creating a walkway Vertically. Placed in the middle of those struts is another set of struts again in a cog shape but Horizontally this time, this has the appearance of two cogs wrapped around each other.

I would love to hear feedback from you guys as to what you’s think of these two maps. They’re both in my fileshare, thanks also to Waypoint for bringing back the fileshare system. As for feedback please don’t be too brutal I can take criticism but i’m really a first time “Cartographer” (I think the word is). But yes please give me feedback as to what you think, Please be honest and also send me a message of any changes I could make to make these two maps extremely good (Hopefully) and as I said, I Can Take criticism but do not forget I am not classifying myself as a professional map maker

wheres the pictures and the links to the maps

I downloaded your maps. I am going to look through them later tonight and I will give you my creative feedback. For those of you wanting the link to his file share to find these maps go to the links below.

Anvil: Map 1

Hangover: Map 2

Anvil: Map 1

Spawning box:

Move the teleporter just infront of
the glass and move the spawns to the back of the bunker box that way the players just need to run forward to spawn on the level.

or

You can create your own box and use a glass piece in the decor section and just repeat the teleporter process from above. The teleporter part needs to be fixed because that can get annoying to have to turn around just to spawn out.

Weapons:

Concussion rifle: needs to be above 30 seconds.

Grenade launchers: needs to be above 30 seconds.

Sniper: needs to be above 30 seconds.

Shotgun: needs to be above 30 seconds.

Plasma Launcher: needs to be above 30 seconds.

Spartan Laser: needs to be above 30 seconds.

Rocket Launcher: needs to be above 30 seconds.

Fuel Rod: needs to be above 30 seconds.

Sword: needs to be above 30 seconds.

Focus Rifle: needs to be above 30 seconds.

You also need railing on some of the edges.

Suggestions:
There are just WAY to many power weapons and this is only good for a 1v1 or 2v2 RvB set up. My opinion on power weapons would be grenade launcher and concussion rifle or sword and shotgun. Since the design of the map is so small there is no need for the other power weapons. You really need to put regular weapons on here to and balance the placements. Also I didn’t see any grenades which there needs to be if there is none. The design of the map is pretty neat, especially the gears. And you need to put soft or hard kill boundaries on the map so people do not go to any other parts of Forge World.

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Hangover: Map 2

In the hanger on blue and orange side you need to lower the tunnel piece so they can walk over it and not have to jump. Also there is not extra tunnel on the left side of blue like there is on red and green side. The jet pack ability needs to be pushed against the wall or you can add flag stands to the wall and place the abilities to the flag stands on the wall so it looks like they are hanging on. Another thing you can do is scale it, meaning you push the block to the wall and lower it down to it is Spartan size (at the hip of the spartan).This way players don’t have to jump onto the block to get the ability they want.

The receivers may have to be moved because getting onto the sniper nest requires you to jump. Honestly I would scrap the sniper nests, but if you want to keep them than you will have to do some remodeling.

Step 1. On both towers make sure you use two extra large bridges. 90 degree snap.

Step 2. At the end of the second bridges add one small diagonal bridge. (there should be one small diagonal bridge on both sides)

Step 3. In between the two diagonal bridges you will lay two 5x1 short blocks forward towards the sniper nest. They will not be lined up with the sniper nest so you will have to modify the map by sliding stuff over. (this is simple to do with corrdinates tools)

Step 4. You will fill in the empty area by the large bride that will connect to the diagonal bridge on both sides with a 2x2 flat block.

Step 5. go to the sniper nest ramp and select the 2x2 ramp. The edges will stick out a little, but thats okay.

Step 6. go to the top of the sniper nest where it meets with the walkway bridge. Go to your decor and select cover. You will need to of them. tilt them at a 30 degree angle and meet them smoothly at the tip. This will allow the player to get over the hump of both the sniper nest and the walkway bridge.

Step 7. put a railing up on the 5x1 flats and move the reciever there.

Weapons:

Grenade Launcher: its on fixed, switch it to normal so it stops floating in the air. Also it need to be more than 30 seconds for respawn time.

Shotgun: its on fixed, switch it to normal so it stops floating in the air. Also it need to be more than 30 seconds for respawn time.

Snipers: its on fixed, switch it to normal so it stops floating in the air. Also it need to be more than 30 seconds for respawn time.

Rocket Launchers: its on fixed, switch it to normal so it stops floating in the air. Also it need to be more than 30 seconds for respawn time.

Lower bridges towards the center dish:

You must smooth out the stairs and add a cover like I mentioned on the sniper nest. This way players can get over it without jumping. Also in the center dish where you have the hole, I would put something there for people who have a disadvantage depending on their ability choice. Suggestions: (antenna small, column, glass sail, block, etc)

You also need kill zone boundaries so players cannot go to other parts of Forge World.

Suggestions:
My suggestions are to really use the snap tool (some has to be done by hand) and the coordinates system; it helps you A LOT. Also fixing what I mentioned, like I said there will be some modifying on the map but it will look better when its done. Also you need to put regular weapons on the map along with grenades and 1 health pack diagonal from the towers since you have two on the very very top where all the power weapons spawn. Power weapons I would choose for this map would be sniper and grenade launcher. Rockets is to over powering for the set up of this map and a shotgun is to close quarters and this map has hardly any close quarters. It seems jet pack is the favored ability since you can’t really evade, cammo really isn’t all that helpful, sprint can be but you can only go in a limited amount of directions, hologram can be helpful if your not spotted while using it and armor lock is useful in ways of deflecting and taking out enemies shields.

I hope this long feedback helps you and if you have any questions let me know :slight_smile:

Thanks for getting back to me on this with some really helpful ideas
and
I am COMPLETELY SORRY FOR THIS but I mistakenly gave you guys the wrong hangover map, I remember modifying it for fun but I think I forgot to delete all that stuff, I noticed when you said “centre dish” that completely reminded me of it, I cannot stress how sorry I am for misleading you’s and I will have the map removed from my fileshare and I will make sure that it is the proper map before placing it back into the system

As for Anvil suggestions thanks so much for getting back to me with the feedback, And as for the power weapons I totally understand where your coming from with the respawns and with the power weapon selections I didn’t know what to choose, TBH I think I just put the weapons there for my own advantage. (silly me :P) but yes I will get right on fixing these things, I’m on holidays as of tomorrow afternoon so I will have plenty of time to fix them up should be back online ready to go Monday night Australian time

Not to sound Too Cliche but
Watch this thread for coming updates

Also to Reaper3bot
sorry bout that, I’m not too sure as to how to link things like DarkjedimasterX did it like you instead of it showing the URL it shows other words

And DarkJediMasterX about the:

  1. kill boundaries
    I don’t really/fully/even (sorry) understand as to how they work
  2. Fixed weapons
    I thought it’d better suit the map like to keep them out of the way by putting them on walls

> Also to Reaper3bot
> sorry bout that, I’m not too sure as to how to link things like DarkjedimasterX did it like you instead of it showing the URL it shows other words
>
> And DarkJediMasterX about the:
> 1. kill boundaries
> I don’t really/fully/even (sorry) understand as to how they work
> 2. Fixed weapons
> I thought it’d better suit the map like to keep them out of the way by putting them on walls

There are two types of kill boundaries. A soft one and a hard kill one.

Soft kill boundary: gives the player a 10 second countdown and that means for them to return to battlefield.

Hard kill boundary: Simple, it equals instant death when the player hits it

With the boundaries you can give them a circle or box shape. You can mess with the radius (circle shape), length & width (box shape), as well as their height and depth (top and bottom). You can have as many as you need but you must test them to be sure that they do not get in the way of the map design.

As for your weapons being on walls and such you can add the flag stands to make it seem like they are hanging on there and put them through phase mode. But with phase it is a bit tricky. You have to first put the object (or weapon) in phase with the object (or weapon) being highlighted and clicked on (the little hand looking like a fist). Then when you have it placed let it go. Highlight the object (or weapon) against but this time don’t click it and then put it to normal and it should stay in place.

When you have something fixed or phased like a weapon for example; it will stay in the air, even after you die. So you are going to have guns all over in the air that can be impossible for players to reach and its a big mess. The process I mentioned above should resolve that issue and if it doesn’t then you can do it other ways. For example: Take a block of column and place it Spartan size in the wall. Leave enough room for the gun to lean against something and enough room for a player to run up to it and grab it.

Let me know when the newer version of Hangover is up so I can check it out and give you feedback on that. If you have any questions let me know :slight_smile:

============
Also if you want to know how to post a link here like I did follow these steps

Step 1: when you make a post you are given a menu bar at the top of under your subject line. It has the B for bold, I for Italic, etc. It will be the 6th box to your right. Looks like the Earth with a chain. Click it.

Step 2: It will ask for the Http address. To send a direct link to a specific map click on the map in your file share and copy the URL address in the address bar. After you paste the URL in the correct spot click “OK”

Step 3: It will ask you “Enter URL Description”. This is where you can put anything, but try to keep it short.

So here is my example. I want to direct people to my official which is Darkholegames.net & DHG is our abbreviation. So below is what your final code will look like. Minus all the spaces.

"[ DHG ](http:// darkholegames.net)"

Now I want people to be able to click on it to direct them to the website. So I will add a subject line: (this is optional, but I do it when it is needed. If you are typing in a paragraph and you want the hyperlink you just do the same process but your “URL description” will be tied into the paragraph your writing.)

Example 1:
Subject line: My video game community official website DHG

Example 2:
I want talk to you about this new online video game community called Dark Hole Games. They allow you to sign up for free, you get to customize you profile, catch up on video game news, watch videos of all sorts that deal with gaming and so much more! This website is amazing! So check it out, follow them on Twitter, Facebook, and Youtube!

Ok so soft kill will give time to return
and hard kill will be insta-kill in a way
Thanks for clearing that up :slight_smile:
and as for the weapons DAIMN! that does sound tricky :stuck_out_tongue: I’ll try figure something out
Thanks For Ya Help With this stuff
I’ve got another map but thtat’s not ready yet
If ya want send us a Friend request then I’ll let ya know when it’s up and ready to test

Well looks like I had more time than I anticipated
And the wait is over, Fileshare is back up and Hangover has been removed
due to classified reasons (not to sound too secret) sorry
And in it’s place I have included another map I made “The Omen” I made this with the intention of a 4v4 map however due to repeated overviews and modification it is now only a 2v2 map and also only allows the teams of Orange, Red, Green, Blue
Hope You Enjoy

Map 3, The Omen. Replacement For Map 2, Hangover

I’m just going to be honest, I don’t like either one of them. Not that they’re bad structured, it just the way the spawns are and how the weapons are on the map.

I don’t like how you spawn in the box and have to go through a teleporter to go to the map. As well as with Hangover, I don’t like the spawn in that map either.

These would definitely not be matchmaking material of any kind. It’s creative I must say, but it wouldn’t be added into multiplayer.

Better than I could ever do though! (I’m not good at forge at all.)

> definitely not be matchmaking material of any kind. It’s creative I must say, but it wouldn’t be added into multiplayer

Yeah I didn’t really expect them to get that far
but there was no harm in trying and this may sound strange but thanks for being honest, from what I’ve seen on other forums asking for feedback no-one really asks people to be honest as I have. And I thank you for that

There’s a saying I’ve heard, If you’ve got enemies it means you stood up for something.
I know it doesn’t sound in any relation to these posts but if you can interpret it like you were the one who didn’t follow. You made a completely other theory And I Thank You For that again.

I’ll just explain as to why I did these things
The spawning on Anvil, to me, seemed necessary as I couldn’t find any where else where you could be safely spawned unlike other maps such as “Powerhouse” for example, that often spawns you in the most obvious of places.
The spawning on Hangover, that was just a beginners choice as it was one of the first maps I’d ever attempted to complete fully and with most of my maps I tend to make them for more than just RvB teaming and I’d figured you’d need a space to at least ready yourself so yes

Also may I ask which maps you submitted feedback for, I am a tad bit confused as to which maps you were referring to as you’d posted this after I removed Hangover and in your feedback you referenced it.

Now Godzneighbor this Highlighted part is not directed to you

<mark>People, who DO like these maps. Do not hate on Godzneigbor for him giving negative feedback, as I said in my Original Post I asked for feedback of all sorts and He was giving his Honest opinion now granted I may/may not like it but hey I said that I could take criticism and I am so don’t be angry at him</mark>

The Omen Map Review:

I would move the spawns so they are looking at the map not the railing on the 4x4 corner.

There is no smooth way up or down on the levels. Yes you have the areas that you can jump into by the back end of each base, those work, but I would advise putting some walkway or gravity lift somewheres to get you up, but definitely a walkway to get you up or down. Also between each long tunnel you have the incline that you can use to get on top of the tunnels. Was that planned? If so I would put cover on them so people have a fighting chance; especially from those above you. If it wasn’t planned I would be a soft kill boundary there.

Power weapons needs to be 60-80

And you need to pick one or move the grenade launcher since it is right above the sword. A platform on the top level would work. I put a closed dish in the center and it worked perfectly once it is centered. You will have a the center of the large antennas sticking out and in the middle is where you can put the grenade launcher. The coordinates of the dish is

width: 60.0
Depth: 154.0
Height: 35.2
and the rest are 0.0

I also noticed that you can climb on the large antenna. If that wasn’t planned you want a soft kill boundary in the sky. You want one in the sky anyway so people don’t go to other parts of forge world while playing.

You also want to have a few neutral spawn points on the top and bottom.

> I would move the spawns so they are looking at the map not the railing on the 4x4 corner.

I thought I should have but wouldn’t there be hardly any protection?

> And you need to pick one or move the grenade launcher since it is right above the sword. A platform on the top level would work. I put a closed dish in the center and it worked perfectly once it is centered.

Huh, never really thought about that thanks!

> Power weapons needs to be 60-80

Consider it done, that includes the sword yes?

> There is no smooth way up or down on the levels. Yes you have the areas that you can jump into by the back end of each base, those work, but I would advise putting some walkway or gravity lift somewheres to get you up, but definitely a walkway to get you up or down

How would you suppose I do this, without wrecking the maps like, thinking about a gravity lift wouldn’t it be too weak to reach back up? I’ll see what I can do.

> I also noticed that you can climb on the large antenna. If that wasn’t planned you want a soft kill boundary in the sky. You want one in the sky anyway so people don’t go to other parts of forge world while playing.

How bout making them the walkways up to the grenade launcher that could work couldn’t it, like without stuffing up the man cannons right?

> between each long tunnel you have the incline that you can use to get on top of the tunnels. Was that planned? If so I would put cover on them so people have a fighting chance; especially from those above you. If it wasn’t planned I would be a soft kill boundary there.

Actually I never noticed you could get on top of them TBH, and yes I can assure you a kill boundary will be going there to make it fair for everyone

But apart from the map changes you touched on how are you liking them?

Hey Buddy!
Modified “The Omen” again added a few new things
and edited the changes you mentioned and they turned out GREAT
hope you enjoy!

Other Than That, You liking the Maps?
And Question, Do U Think I Have Any Potential?