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View Full Version : Turbulence v2 -All MLG gametypes


xJeebsx
04-23-2009, 01:29 AM
After some good and appriciated feedback I spent a few days and refined alot of the map.

Turbulence is a map designed around all 4 MLG gametypes, TS, CTF, Ball, and King. Hopefully Bungie adds a patch soon to make the grid, death barrier, on sandbox skybubble return objects quicker so this map will work correctly on CTF and Ball. Untill then its mainly a Slayer / King map. This map is a unique design, that Ive seen, with multiple entry and exit points from each area.

What changed from original version:
-Most of it is fully merged.
-Spawning is a bit different.
-Bases now have basements with 3 entry/exits to help manuver though them for cover or escape.
-Rockets moved to lower open platform.
-A little more cover added to lower open platform. (2 taller blocks)
-Ramps to bases from lower platform widened.
-Some weapons and grenades moved around.
-Mauler removed from map.
-Both man cannons removed from bases.

Details

2 Main Bases (Red/Blue)
2 "Mini-Bases" (Control Points)
Several Entry and Exit points from each bases and mini-base.

Weapons

6 Frag Grenades
6 Plasma Grenades
5 Battle Rifles
2 Carbines
1 Rocket Launcher
1 Sniper Rifle

Editing by Date:
4/23/09
-Removed Mauler and replaced with Sniper Rifle
-Made Tower area slightly better for manuvering.
-Created an exit/entry from each base near lower plat ramps.

May need to change up spawning in top base "windows"


Download-Turbulence v2 (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=75456807)

Please download and leave any and all feedback, criticism helps build better maps.

Screenshots
http://i35.photobucket.com/albums/d178/xJeebsx/75379666-Full.jpg
http://i35.photobucket.com/albums/d178/xJeebsx/75379679-Full.jpg
http://i35.photobucket.com/albums/d178/xJeebsx/75379697-Full.jpg
http://i35.photobucket.com/albums/d178/xJeebsx/75379646-Full.jpg
http://i35.photobucket.com/albums/d178/xJeebsx/75379636-Full.jpg
http://i35.photobucket.com/albums/d178/xJeebsx/75379661-Full.jpg

b0b43
04-23-2009, 02:56 AM
O.K. it definately looks like you cleaned it and fixed it up more from the original version, which I downloaded but didn't get round to reviewing. While that's good, it is against the rules to post a new thread for each version unless you are literally re-designing every object. This probably doesn't need a new thread, but it is good that you are listening to feedback and re-designing. I will take a look and see how much is better.

Zanno
04-23-2009, 03:03 AM
O.K. it definately looks like you cleaned it and fixed it up more from the original version, which I downloaded but didn't get round to reviewing. While that's good, it is against the rules to post a new thread for each version unless you are literally re-designing every object. This probably doesn't need a new thread, but it is good that you are listening to feedback and re-designing. I will take a look and see how much is better.Really? I didn't know that.

b0b43
04-23-2009, 04:38 AM
Really? I didn't know that.

It isn't a rule? I thought it was since every other duplicate thread got locked, and everyone keeps their map thread from beta stage to fully polished. We need to get some ground rules specific to this forum down since we don't have any already, and since you are the mod you hangs around the most, well you should set them up. Things like updating new versions, how long they are given to have screenshots until thread is locked, whether or not non-mlg maps are allowed; just things like that.


Alright, getting round to feedback.

First thing, forging is pretty good. There is only a few bumps while walking down ramps, most interlocking is good, etc. One thing though, and that is just move the lighting effects further back. I hate getting blinded by massive ammounts of Red and Blue light. Just my personal opinion though.

The design is a little better as well. Adding basements = good idea. You need to remove some of the cover in areas such as Rocket spawn and the pillars on bottom mid. The Mauler tower is very weird, hard to control, etc. I suggest you expand that some more, so it looks a bit more natural. Accompanying that, I would also add a structure in the middle that isn't accessible to remove the Base to Base LOS. I like Rocket spawn and the bases are pretty good (although Ramps to the wall are annoying - at least make sure that they lead to a block so you don't have to jump.

As for balance, I can only think moving Mauler to bottom mid, so there is a reason to go there. The downside with that is people are probably going to stay low and camp with the Mauler in the bases. Perhaps try a Powerup down the bottom (not too close the Rockets though). Test this before making the change however.

Spawns need a bit of work. Make sure spawns aren't facing any object within a double block. If that is a bit too much, make sure there is nothing within a single block you can walk into (includes all objects, even ramps). Get rid of the spawns in the middle - spawns in the middle are never usually good for the map. Keep them to the bases unless you intend the map to be not played for CTF at all or intended to play in a circular direction.

Overall, I like the improvements, but there is only so far this map can be improved. It is good, but it has many flaws before becoming great. It is good, but I would suggest keep trying something new and different. Make 1 final version for this however, because you can still squeeze some good stuff out of it. Good job :)

b0b43
04-24-2009, 02:55 AM
Yeah, double post, I know - just wanted to make this post so that the OP knows that I left feedback, edited into my post before.

basher09
04-25-2009, 12:41 AM
It looks interesting. Very unique. I will have to download it and give it a try. Perhaps after I have played around on it a bit I will be able to give you more feedback.

Edit:
I agree with much of what b0b43 mentioned. The floor could be smoothed in a few areas, as I noticed that a few places would deflect my grenades at strange angles, but for the most part it is not terrible. I have not actually played any games on it, but the line of sight between the bases feels really open. Being that there are two main paths between bases (over top mid, and through the basement), I feel that some sort of cover or structure to obscure the LOS between bases is needed. This is however, just my opinion. My roommate disagreed with me on that point.

xJeebsx
04-25-2009, 03:01 AM
Ive been doing various tweaking on the map, more to come with more feedback and games from myself to see how it plays out first hand, ill release a final version when im happy with a tweak =)

xJeebsx
04-25-2009, 04:46 PM
The base to base LOS is purposely open, it gives the teams a chance to stop the flag on CTF games, it forces players to go alternate routes for strategy rather than just bee line straight down the mid. In slayer games theres plenty of cover and routes to take. I made a small alternate route from each base basement to lower plat so its not just top mid or bottom mid escapes anymore.

And im toying around with different power weapon/up combos to see what really fits well for the map. ATM im testing snipe(tower)/mauler(bottom mid)/camo(lower plat). I dont really see this map being subject for the circuit since skybubble sucks for anything other than slayer and king atm. So ive been trying to think of new designs for crypt area to work on.