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Re: Map - Trenzalore
By:Hyokin
Date: 5/24/15 11:39 pm
In Response To: Re: Map - Trenzalore (SEspider)

: You're referring to Yellow base here. Those minor bumps, to which you
: mention, is not noticabke during combat. It's also only at the top of the
: base where 4x4 platforms are used in a upside down position. Evwry attempt
: to smooth that issue out has failed. But I am looking into ways to replace
: those pieces w/ other metal pieces.

The railings were definitely issues at the Yellow Base, but I meant that the map itself had a lot of areas were flow got stuck or stopped. Like, you'll be walking and have to jump or crouch in weird places that slow down your movement. I wasn't talking about the bump at Yellow because I know that's just something you've got to deal with in Forge.

: Since Friday, I've added barriers to prevent accidental walk-offs at tye top
: of Yellow. Ive also adjusted part of the railings, up there, to direct
: players where it's safe to drop off. You may be able to see it in the
: attached images. As for the catwalks between the bases, they will stay
: un-railed. They are meant to be hazardous. However, I am working on
: angling them so they less of a distance issue for players.

There were catwalks between the bases???

Do you mean between Yellow/Red and Yellow/Blue?

: Yeap. They bug me as well. I originally added Cliff Walls, in those areas,
: to provide cover and hender Sniper camping. Sadly the cliffs caused too
: much lag and were far too bulky. Because I was rushing to complete tye map
: for that week's test, I placed the towers there instead and sunk them down
: into 2 story structures. I want to replace them but I just haven't decided
: what with yet.

: I'll not be making another structure as tall as the Green Base. There's
: just no budget for it. Also, tyere are already enough tall stryctures on
: the map as it is. The BRs have been moved into R&B bases. And there are
: already Carbines on the map.

Your tall structures are really disjointed from your ground level, which isn't a bad thing, but you basically have three straight paths with some small cover between them. I feel like having two more areas around the same height would add more diversity to the map.

You could potentially add mancannons between Red to the new tower, then to green and mirror it on Blue side. It would allow players to flow around the top level or jump down to the lower level and have a few different pathways instead of just the same three.

As for the Carbines/Brs, I honestly didn't see any and found myself just using the spawning AR/Pistol.

I may place/move the sniper to R&B bases
: towers and limit their ammo. But that would leave Green w/o a power
: weapon. Which may result in players not exploring it. The Orange
: structures will have to be replaced with something. I'll figure it out by
: Friday. You are welcome to explore ideas though, if you wish. I am liking
: the ManCannon iea though.

No, this map has too much open space to have that may Sniper Rifles. I would definitely keep it at the Green Base and add some support-style weapons that aren't power weapons, like Brute Shots, to the bases. I think you first need to focus on getting the bases style and functionality fixed before you can really figure out weapon layout.

: Their layouts were very simple. 3 floors with access via lifts and rocks.
: Think the confusion came in with the floors being so similar in
: appearance. But, either way, that's no longer a issue. As you can see (via
: the attached images), I've reverted tye R&B bases to my original layout. I
: even simplified them further then that.

I'll have to run through them, but I feel like they would work better if you forged your own bases instead of trying to re-purpose the existing Building Pieces.

: My biggest concern, Friday, was Green base's new tower causing frame-rate
: issues. But that proved not to be a issue. So I may refine it more in my
: next update. If nothing but to make it look more Forerunner-ish. I may
: remove replace a cliff wall from R&B bases so they fell more naturally
: like a artificial structure. Doing so would only help w/ the frame-rate.
: I've lowered R&B's tower sections to smooth out their lower levels. I've
: also removed un-needed flat terrain elements. This greatly helps with
: movement on the ground level, for both players and drivers. I'm thinking
: of lowering Yellow base. But I kinda like the rock pathway too much.

I had no real framerate issues on this map.

: Okay, a number of solutions have come to me while I typed this post. So I'm
: going to end here and get to work. Thanks for the feedback, everyone.

I don't mean to come across as douchey, but Josh and a couple other people had some feedback and I tried to convey that all in this post too. Either way, I really like how it's coming along and I can't wait to see what you do with it for Friday! :)


Messages In This Thread

Map - TrenzaloreSEspider5/24/15 4:44 am
     Re: Map - TrenzaloreHyokin5/24/15 2:39 pm
           Re: Map - TrenzaloreSEspider5/24/15 10:46 pm
                 Re: Map - TrenzaloreHyokin5/24/15 11:39 pm
                       Re: Map - TrenzaloreSEspider5/26/15 9:48 am
                             Re: Map - TrenzaloreHyokin5/26/15 3:06 pm
                                   - Trenzalore Video Map TourSEspider5/29/15 11:48 am

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