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Chronmeister

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Wow, I say that a lot of maps are original, but this is genuinely something I've never seen before. Just the whole aesthetic style with the lilly pad-looking gazebos is something I'd never imagine myself, it's made of artificial pieces but looks so natural. In fact the structure of the entire map has an incredibly natural look to it that you would never expect in a competitive map. Well done.

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Damn dude, you make maps fast. :)

 

Although I must say that I agree with BrokeBackHill. I don't mind the thinner water paths as they can be fun to walk on (Particularly the thin water path on the left of that overview) but the wide and open ones seem a bit tacky to me.

 

I think it's because the water on Forge Island doesn't feel like water. Not like the water in Reach's Forge World that actually looked and felt like water.

 

Regardless, this map looks incredibly unique especially with the "circular" structures. The dam-like structure also looks very good.

 

Hope to play on this map soon. You should bring it to next week's FCCGN.

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Areas within the perimeter of the map are safe to walk on. Anything beyond the jersey barriers is a death drop. I agree the water on Forge Island looks pretty bad, but I've wanted to make a map like this for a while so this was the only way it was gonna happen. At least you can hear your feet sloshing around in it. As for my mapmaking speed, I have been home from work with an injury, so I have all the free time in the world. It won't always be like this, but for now, I am trying to create as much as possible. Also, I'm dying for a feature so I keep trying to make something that will get noticed. :)

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As for my mapmaking speed, I have been home from work with an injury, so I have all the free time in the world. It won't always be like this, but for now, I am trying to create as much as possible. Also, I'm dying for a feature so I keep trying to make something that will get noticed. :)

 

Lucky. I could use a break from college...

 

Anyway, want my advice? Slow the posting down. I suggest posting the map here once the map has been thoroughly tested and is more or less in its final version.

 

That way, your maps here will have the highest possible quality giving Psychoduck a good first impression.

 

Just a thought.

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Lucky. I could use a break from college...

 

Anyway, want my advice? Slow the posting down. I suggest posting the map here once the map has been thoroughly tested and is more or less in its final version.

 

That way, your maps here will have the highest possible quality giving Psychoduck a good first impression.

 

Just a thought.

 

Here is something I don't agree with. If a map has potential, it should be obvious from the first build. In order for me to perfect the first build, I post the map to recieve feedback. It is a much faster way of improving a map. I still update the map and continue testing it until I feel it is worthy of being called a final build. I can't predict when or if Pyschoduck will ever have time to look at my maps. If he liked what he saw, I would expect some sort of feedback. I don't see the point in continuously testing something that will never make matchmaking or get a feature so I keep making more. IMO a few have been worthy, but I just have to keep proving myself. If someone with some pull (Psychoduck) told me,"This map is feature or matchmaking worthy, but this needs to be done," I would do it. It's just really hard for me to keep wasting my time t\weaking something that doesen't matter to anyone but me. Spawns work on all my maps and weapons are pretty balanced. I'm not really sure what help constant testing will give. Like I said, if he saw something he thought deserved a feature, I would make testing it my top priority, but right now I just feel ignored. I get that people have busy lives, but this is something I take pretty seriously and have been waiting a while. I have studied maps and flow and tried showing what I know through my new creations. It is really all I can do.

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Here is something I don't agree with. If a map has potential, it should be obvious from the first build. In order for me to perfect the first build, I post the map to recieve feedback. It is a much faster way of improving a map. I still update the map and continue testing it until I feel it is worthy of being called a final build. I can't predict when or if Pyschoduck will ever have time to look at my maps. If he liked what he saw, I would expect some sort of feedback. I don't see the point in continuously testing something that will never make matchmaking or get a feature so I keep making more. IMO a few have been worthy, but I just have to keep proving myself. If someone with some pull (Psychoduck) told me,"This map is feature or matchmaking worthy, but this needs to be done," I would do it. It's just really hard for me to keep wasting my time t\weaking something that doesen't matter to anyone but me. Spawns work on all my maps and weapons are pretty balanced. I'm not really sure what help constant testing will give. Like I said, if he saw something he thought deserved a feature, I would make testing it my top priority, but right now I just feel ignored. I get that people have busy lives, but this is something I take pretty seriously and have been waiting a while. I have studied maps and flow and tried showing what I know through my new creations. It is really all I can do.

 

Well...

 

I guess we all have different mindsets then. :)

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Very impressive Chronmeister. Though from first glance it looks like it could use some cover here and there, I just gotta get in there. I wonder how often you have outdone yourself!

 

I don't see any open areas. I don't know where you're getting at.

 

Then again, we're just looking at screenshots.

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I don't see any open areas. I don't know where you're getting at.

 

Then again, we're just looking at screenshots.

 

I was getting at my own personal opinion, Zandril. Indeed, the second thing you said, like I said--I want/need to get into the map. Chronmeister, we're already friended so inv anytime to test out these maps of yours, they're fantastic. 

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  • 2 weeks later...

Very impressive Chronmeister. Though from first glance it looks like it could use some cover here and there, I just gotta get in there. I wonder how often you have outdone yourself!

 

I hope you get a chance to check out Quicksilver. I have updated it three times and recieved only one total DL. I would still like to test Deliverance too, but I have been having an extremely hard time getting a lobby together since GTA online has been released. I hope people will get over stealing cars soon and come back to Halo 4. I think Halo 3 comes out for free today though so it is probobly not likely. If no one wants to play anymore, I guess I will have to wait till Halo 5 to make any more maps.

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I hope you get a chance to check out Quicksilver. I have updated it three times and recieved only one total DL. I would still like to test Deliverance too, but I have been having an extremely hard time getting a lobby together since GTA online has been released. I hope people will get over stealing cars soon and come back to Halo 4. I think Halo 3 comes out for free today though so it is probobly not likely. If no one wants to play anymore, I guess I will have to wait till Halo 5 to make any more maps.

 

Don't get your hopes up, Chron. Very few people really download other people's maps and give them feedback. I'm not saying that Bloodbath Tony won't check your map out though. I'm just saying few people do. Hopefully, he's one of those people.

 

Honestly, I've never had much trouble getting a lobby together or joining one. Then again, I only play customs during the weekends. I think that if you're trying to get a full lobby together during a weekday then you're up for a challenge.

 

But if you need a lobby during the weekends, you can always join the FCCGN. Although I invite you to them anyway. ;)

 

If I were you though, I wouldn't give up on Forge. Because even if it's not completely obvious, the customs community of Halo 4 is very much alive. There will always be lobbies you can join to test your map.

 

You'll just have to be online at the right time. Like during the weekends.

 

Besides, the more maps you make, the better you get. And when Halo 5 comes around, I want to be as good as possible at Forge.

 

_________________________

 

I'm sorry to hear about your lack of downloads and feedback. I haven't had much problems with downloads and feedback lately. I remember uploading just one version of my Ravine map and it got 14 DLs and I even got about 3 pieces of very good feedback. Not much, but it's something.

 

Maybe do something new? Alter your builds a bit? Because people are always looking for something new and pretty and if you give your maps that "wow factor", then it will motivate people to check it out.

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I'm glad you are still getting lobbies together, I will try to get into one with you soon if possible. I'm taking a break forging until I get more downloads on the maps I have already made though. Every one of my maps is extremely different from the last. I have tried something new with each map. I think it was funny that you compared Sever and Infernal in a previous post when one map was symmetrical and the other wasn't. I wouldnt see the point in making a new map if it only resembled the last. Maybe you are referring to my piece usage which has remained somewhat consistent. Anyway, it makes me feel like you never got a grasp of the layout in my previous maps. I took different approaches to every map and started each with different ideas in mind. With Quicksilver, the new "wow factor" was going to be the third level. I rarely see maps do a good job of adding one and I thought I would try it out. The little feedback I have recieved about it has been mixed, so I'm not sure if I pulled it off correctly, but I can tell you that the routes are all there and top mid can very easily be taken back if it is being abused. I wouldn't waste anyones time repeating old ideas, so if that is what you are seeing I am doing something wrong.

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I'm glad you are still getting lobbies together, I will try to get into one with you soon if possible. I'm taking a break forging until I get more downloads on the maps I have already made though. Every one of my maps is extremely different from the last. I have tried something new with each map. I think it was funny that you compared Sever and Infernal in a previous post when one map was symmetrical and the other wasn't. I wouldnt see the point in making a new map if it only resembled the last. Maybe you are referring to my piece usage which has remained somewhat consistent. Anyway, it makes me feel like you never got a grasp of the layout in my previous maps. I took different approaches to every map and started each with different ideas in mind. With Quicksilver, the new "wow factor" was going to be the third level. I rarely see maps do a good job of adding one and I thought I would try it out. The little feedback I have recieved about it has been mixed, so I'm not sure if I pulled it off correctly, but I can tell you that the routes are all there and top mid can very easily be taken back if it is being abused. I wouldn't waste anyones time repeating old ideas, so if that is what you are seeing I am doing something wrong.

 

Yes, I compared Sever and Infernal because of the piece usage. A balanced third level isn't something a lot of people see. Some people will hear that the map has a third level and say, "So?"

 

I wouldn't suggest waiting for downloads. If people aren't downloading it now, they're not going to download it anytime soon. At least, that's what happens with me.

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Played on this during the FCCGN. I thought that the water would be weird to play on but I'm wrong.

 

The map played quite solidly with 4v4 on v4 settings. Somehow, the power position at top Red felt very Guardian-esque. I'm not sure if the Binary is the best choice there because it's a one-hit kill. I personally thought it was fine but maybe that was just because I was wrecking with it. Perhaps swap it with a Sniper Rifle and see if that one plays better?

 

I don't remember much about Red base to say too much about it. But I do remember that the Binary spawns at bottom Red. With a power position being at top Red, there isn't too much risk vs reward when the Binary spawns.

 

A player at top Red won't have to worry too much about giving up his vantage point when the Binary spawns because it's right underneath him.

 

Perhaps move the Binary to a farther, more risk vs reward based area?

 

Now, for Gold, I only remember having one issue. It's that it was a little tight at the top. I think removing one of the 1x1 talls would do top Gold some good.

 

One last thing, there was a lift somewhere near Red. The lift was blending with the palette of Forge Island making it quite hard to see. This creates some situations where a player zips up the lift unexpectedly. I suggest making the lift more obvious.

 

_____________________________

 

That's really all I remember from that one playtest. I'd like to play this again sometime though. It's a fun, solid map.

 

My favorite among your creations. :)
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Played on this during the FCCGN. I thought that the water would be weird to play on but I'm wrong.
 
The map played quite solidly with 4v4 on v4 settings. Somehow, the power position at top Red felt very Guardian-esque. I'm not sure if the Binary is the best choice there because it's a one-hit kill. I personally thought it was fine but maybe that was just because I was wrecking with it. Perhaps swap it with a Sniper Rifle and see if that one plays better?
 
I don't remember much about Red base to say too much about it. But I do remember that the Binary spawns at bottom Red. With a power position being at top Red, there isn't too much risk vs reward when the Binary spawns.
 
A player at top Red won't have to worry too much about giving up his vantage point when the Binary spawns because it's right underneath him.
 
Perhaps move the Binary to a farther, more risk vs reward based area?
 
Now, for Gold, I only remember having one issue. It's that it was a little tight at the top. I think removing one of the 1x1 talls would do top Gold some good.
 
One last thing, there was a lift somewhere near Red. The lift was blending with the palette of Forge Island making it quite hard to see. This creates some situations where a player zips up the lift unexpectedly. I suggest making the lift more obvious.
 
_____________________________
 
That's really all I remember from that one playtest. I'd like to play this again sometime though. It's a fun, solid map.
 
My favorite among your creations.

 

 

I just updated the map with your suggestions taken into account.  I am keeping the binary where it is though. It actually spawns in Yellow and can be countered pretty easily. There are a couple of back routes to that platform on top of the fact that someone using it is highlighting their position. So far it has been pretty easy to deal with when someone has it, ( I remember you sniping me yesterday, then running around back of you and beating you and your teamate down no prob.) I do suggest playing the map on V4 settings though. Having radar with a binary is going to be a different story.

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Alright, sounds good. Try to attend the upcoming Small Map FCCGN so we can playtest this.

 

http://halocustoms.com/threads/oct-26-2013-forge-cafe-custom-game-night-small-maps-zandril-s312.14013/

 

______________________________________________________________

 

What's that pillar thing at Gold in the 4th and 5th picture? The one made of ramps. Is that lazy cover or does it serve other purposes?

 

Can't tell from the screenshots.

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Alright, sounds good. Try to attend the upcoming Small Map FCCGN so we can playtest this.

 

http://halocustoms.com/threads/oct-26-2013-forge-cafe-custom-game-night-small-maps-zandril-s312.14013/

 

______________________________________________________________

 

What's that pillar thing at Gold in the 4th and 5th picture? The one made of ramps. Is that lazy cover or does it serve other purposes?

 

Can't tell from the screenshots.

 

They are magic blocks that make your gun fire three times faster. Are you trying to get me to state that I used lazy cover? I tried to keep that platform as open as possible but I needed cover of some sort. They look good and are functional so I kept them.

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Zandril brings up quite a good point.  As much as I love being able to provide feedback for maps during the testing phase, finding time to do that for even a fraction of the maps submitted is impossible.  Having fewer submissions, but each at a polished state would vastly streamline the process and allow me to actually find more feature worthy maps.  Having a mp featured or put in matchmaking should never be the entire goal of creating a map.  If you're forging, you should be doing so for the love of creating, designing, and playing them.  Furthermore, carrying a map on to completion is the best way to improve as a forger and to have more knowledge to apply to future projects.  

 

When you're someone like me who goes around trying to look for maps to feature, there's nothing more frustrating then seeing a map with potential and spending hours and hours helping it get where it needs to be to receive a feature only to see it fall short of the mark in the end.  As much as I like to when possible, it isn't my job to help maps get to where they need to be in order to be featured.  I'm just here to feature the best of the best.  Again, I enjoy helping forgers improve their maps but this is very limited by time constraints.  So, the bottom line is this: posting unfinished maps to get feedback throughout the testing process is fine but it's going to dilute my ability to actually find the maps that are finished and ready to go.  When you submit more maps than I have time to look at, you're hurting your chances of me actually finding the one or two of them that might actually be worth featuring.  You say that you have a few maps that you think are truly worthy of features, but how could I be expected to find those when I have to sift through a bunch of unfinished maps first?  Again, recognition should not be the end goal of your forging, but merely the icing on the cake.  

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Zandril brings up quite a good point.  As much as I love being able to provide feedback for maps during the testing phase, finding time to do that for even a fraction of the maps submitted is impossible.  Having fewer submissions, but each at a polished state would vastly streamline the process and allow me to actually find more feature worthy maps.  Having a mp featured or put in matchmaking should never be the entire goal of creating a map.  If you're forging, you should be doing so for the love of creating, designing, and playing them.  Furthermore, carrying a map on to completion is the best way to improve as a forger and to have more knowledge to apply to future projects.  

 

When you're someone like me who goes around trying to look for maps to feature, there's nothing more frustrating then seeing a map with potential and spending hours and hours helping it get where it needs to be to receive a feature only to see it fall short of the mark in the end.  As much as I like to when possible, it isn't my job to help maps get to where they need to be in order to be featured.  I'm just here to feature the best of the best.  Again, I enjoy helping forgers improve their maps but this is very limited by time constraints.  So, the bottom line is this: posting unfinished maps to get feedback throughout the testing process is fine but it's going to dilute my ability to actually find the maps that are finished and ready to go.  When you submit more maps than I have time to look at, you're hurting your chances of me actually finding the one or two of them that might actually be worth featuring.  You say that you have a few maps that you think are truly worthy of features, but how could I be expected to find those when I have to sift through a bunch of unfinished maps first?  Again, recognition should not be the end goal of your forging, but merely the icing on the cake.  

 

I wouldn't submit a map that I thought needed a ton of work. I haven't really gotten any recognition yet and I am still forging so that hasn't kept me down. I would like to get a feature eventually though. It would be nice to taste some of that icing. I get that you don't have time to look at everything so if you have time to look at a couple, check out Infernal or this map. I think they are my best highly competitive 4v4's. Sever is nice too, but i think the other two look better. Anyway, even if I never get a feature here, it's not the end of the world. I just want you to know how hard I have been working and that I am not so much an amateur anymore.

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