Death by Dogs Posted March 29, 2013 Report Share Posted March 29, 2013 Creator: Death by Dogs Map Name: Atrophy Preferred Gametype: Death Slayer Recommended Player Counts: 2v2, 3v3, 4-5 player free-for-all Description: Players battle in what appears to be a once glorious Recycling Center that could recycle anything and everything, but now is abandoned and left to rot and decay. This is an asymmetrical slayer map built for a maximum of 3 v 3. The map has no special trait zones. Power Weapons: Beam Rifle, SAW, Sticky Detonator Weapons: There are four random drops around the map each set up with suppressor, assault rifle, storm rifle, lightrifle, BR, DMR, covenant carbine Grenades: 2 Plasma, 2 Frag, 2 pulse Link to comment Share on other sites More sharing options...
Jernst Reborn Posted March 29, 2013 Report Share Posted March 29, 2013 Nice looking map and I love the location! Too bad i'm at work all day and can't play it Link to comment Share on other sites More sharing options...
AbleSir Thomas Posted April 4, 2013 Report Share Posted April 4, 2013 looks cool im give it a dl Link to comment Share on other sites More sharing options...
Blaq Cloud Posted April 8, 2013 Report Share Posted April 8, 2013 This was an impressive 2v2 map when I had a chance too look at it. With some more testing and seen by the right people it could be considered for the community playlist. Link to comment Share on other sites More sharing options...
Pablo117 Posted April 10, 2013 Report Share Posted April 10, 2013 love it! decay is a great name too, love the huge bridge and those great 45° pillars. Link to comment Share on other sites More sharing options...
Kurosaki Posted April 14, 2013 Report Share Posted April 14, 2013 This map looks nice! I'll give it a DL!I like the layout a lot. Link to comment Share on other sites More sharing options...
@Shadow KryPTiiC@ Posted April 16, 2013 Report Share Posted April 16, 2013 AWWWW dogs this was a fun map to help test. Hope it gets a feature in the future! Link to comment Share on other sites More sharing options...
Death by Dogs Posted April 18, 2013 Author Report Share Posted April 18, 2013 I just wanted to say thanks to everybody's feedback, and I hope to hear from you soon Psychoduck. Link to comment Share on other sites More sharing options...
Pablo117 Posted April 22, 2013 Report Share Posted April 22, 2013 I liked it a lot when i played it, looks bigger than it really is. has great detail and piece bond perfectly. would be nice for the 2vs2 list. I still dont know how u managed the 45° pillars but they look neat Link to comment Share on other sites More sharing options...
Death by Dogs Posted April 28, 2013 Author Report Share Posted April 28, 2013 Able was showing me this the other day. I'm keeping an eye on it, and I'll be testing it out soon. Just wondering if you are actually going to test out my map. I would like to hear back from you if you are or are not. Link to comment Share on other sites More sharing options...
AbleSir Thomas Posted April 28, 2013 Report Share Posted April 28, 2013 Duck has been busy, it's that whole "life" thing getting in the way of halo. You should be hearing from him at some point. Link to comment Share on other sites More sharing options...
Death by Dogs Posted April 28, 2013 Author Report Share Posted April 28, 2013 Duck has been busy, it's that whole "life" thing getting in the way of halo. You should be hearing from him at some point. I understand, it's just that y'all told me about this about a month ago and I have yet to receive feedback. Link to comment Share on other sites More sharing options...
Death by Dogs Posted May 1, 2013 Author Report Share Posted May 1, 2013 Yeah, as Able said I've been super busy. I'm sure you can understand, especially given the amount of submissions we receive. Anyways, as soon as I next get a 2v2 lobby going I will definitely be playing this. Thanks for getting back to me, and I do understand it would just be nice to hear something. Link to comment Share on other sites More sharing options...
Death by Dogs Posted May 7, 2013 Author Report Share Posted May 7, 2013 Ok, I finally got a game on here last night. I definitely liked it. There is some great verticality, and the map fits together really nicely with some good flow and good risk vs reward elements. We did notice two problems though, one of which is very minor, and the other not so much. The minor problem was merely a big gap between two pieces on a wall on the exterior of the map. This was sort of on the bottom left of your first screenshot, the little connection on that end of the sword bridge. I meant to get a screenshot, but I forgot. I can get one if you can't find it based on that description. Also, from the same area looking out into the atrium of the map I got some definite framerate drop I haven't determined exactly how bad it is, but it looks like something would definitely have to be done before i could move on with possibly featuring the map. It's really more of an object density thing than anything else unfortunately. Erosion is notorious for having framerate issues, so this may be difficult to fix unfortunately. The last thing I noticed that I'm not super sure about is the sword. It was a nice central weapon, and it gave players a nice reward for dropping down onto the central bridge. However, in practice it tends to be best to avoid weapons like swords and shotguns in 2v2s in favor of more skill-based weapons like snipers, rail guns, etc. I'm not saying this was a problem, but it certainly could be. Anyways, I hope you find this all helpful. Alright, I went back last night and found that gap you had spoken about and fixed it. Although, I have yet to have any framerate problems with the map in my play tests and I searched in the area you said it was and around the whole map, but I was unable to pick up on anything. Though since you said it was there I did delete one of my lights and replace a few objects to try to help although you'll have to let me know if that did it since I can't find anything. Finally I left the sword because I never had any issues with it in my play tests. Maybe if you could explain a little more on why it is not the best weapon besides, 'skill based" I would consider replacing it. I also didn't replace because I already have a beam-rifle and sticky-det. which I believe are skill based weapons. Besides that I re-uploaded the map to my fileshare and you can download it again and see if that fixes the graphic issues. Link to comment Share on other sites More sharing options...
Death by Dogs Posted May 16, 2013 Author Report Share Posted May 16, 2013 Ok, I'll get some games on the new version/ As for the sword, like I said, it isn't a weapon that is condusive to the player skill and thoughtful movement which should be core to a good 2v2 map experience. The sword isn't a weapon with a lot of strategy attached to it. Again, I merely recommend against it. It didn't cause any problems in my games. I understand that your busy, just reminding you to not forget about my map. Link to comment Share on other sites More sharing options...
Redemption1272 Posted June 4, 2013 Report Share Posted June 4, 2013 will give a test tonight for sure. I will provide any feedback I can Link to comment Share on other sites More sharing options...
Dax Posted June 9, 2013 Report Share Posted June 9, 2013 So I got a game on this a while back, sorry it took a while to get you some feedback, but better late than never! First off, I just want to say that the map is very easy on the eyes, something that's hard to accomplish with the Erosion pallet. The level of detail was great, major props there. However, I did notice a few issues with the layout of the map, weapon choice, etc. The first thing I noticed was the placement of initial spawns. Red team spawns considerably higher up than blue, giving them and advantage right off the bat. Also, red team is basically guaranteed the sword since it spawns much closer to them than it does blue. Which brings me to my next point - the sword. With smaller team sizes, the sword generally isn't the best weapon choice because it takes very little skill to use. And this is especially so when playing on a cramped, CQC-style map. Now onto the actual map layout. Decay almost felt like two different maps squished together. The bottom portion of the map was very cramped and linear. There just wasn't much space to move around in those lower rooms. And by linear, I mean that there weren't many movement options between the rooms. Basically, once you get down to the bottom portion of the map, you are forced to either keep travelling in one direction until you get back up to the top portion of the map, or turn around and go back from where you came. I'd like to see more interaction between these rooms and the top half of the map. Now the top area, instead of being too cramped, felt just a little on the open side. It's not as big of a deal as the bottom being to cramped/linear, though. If you can find some way to create more connections between the bottom and top halves of the map, that feeling of "too much open space" should be taken care of. Hopefully that helped some! If you have any questions feel free to let me know. Link to comment Share on other sites More sharing options...
Death by Dogs Posted June 9, 2013 Author Report Share Posted June 9, 2013 So I got a game on this a while back, sorry it took a while to get you some feedback, but better late than never! First off, I just want to say that the map is very easy on the eyes, something that's hard to accomplish with the Erosion pallet. The level of detail was great, major props there. However, I did notice a few issues with the layout of the map, weapon choice, etc. The first thing I noticed was the placement of initial spawns. Red team spawns considerably higher up than blue, giving them and advantage right off the bat. Also, red team is basically guaranteed the sword since it spawns much closer to them than it does blue. Which brings me to my next point - the sword. With smaller team sizes, the sword generally isn't the best weapon choice because it takes very little skill to use. And this is especially so when playing on a cramped, CQC-style map. Now onto the actual map layout. Decay almost felt like two different maps squished together. The bottom portion of the map was very cramped and linear. There just wasn't much space to move around in those lower rooms. And by linear, I mean that there weren't many movement options between the rooms. Basically, once you get down to the bottom portion of the map, you are forced to either keep travelling in one direction until you get back up to the top portion of the map, or turn around and go back from where you came. I'd like to see more interaction between these rooms and the top half of the map. Now the top area, instead of being too cramped, felt just a little on the open side. It's not as big of a deal as the bottom being to cramped/linear, though. If you can find some way to create more connections between the bottom and top halves of the map, that feeling of "too much open space" should be taken care of. Hopefully that helped some! If you have any questions feel free to let me know. Well, thank you for the feedback, it according to me was the best I have received on this map yet, you just explained it very well and since Psychduck likes your feedback I believe that is what he was trying to tell me in the first place I just didn't get it. So what I think I've decided to do is keep the map exactly how it is just because I like it, but I will then take the same map and alter it into a different map using this feedback and any other feedback in the future and resubmit the new version. Link to comment Share on other sites More sharing options...
Death by Dogs Posted June 11, 2013 Author Report Share Posted June 11, 2013 I have revised the map according to your feedback and have called it Atrophy. If anyone has more suggestions then I will be applying them to Atrophy and not Decay. I hope that you will be able to get some more tests in on the new version. Now as for the changes: as you can see I really only changed the central area of the map along with that low portion of the map. I have removed the bridge and replaced it with a jump platform which is reachable from both top and bottom of the map through jumping. I also have removed the sword and replaced it with a SAW on the jump platform. Since the jump platform is able to be reached from below the blue team has an equal chance at retrieving the Saw as the red team (Who do spawn in the same place). I did not change the spawns because it would be quite a challenge and would probably lead to a completely different map. I also didn't change them since the blue team has a better chance at getting the beam Rifle and equal chance at getting both the Saw and Sticky Det., which I believe has evened out the beginning vertical disadvantage that blue team gets. Link to comment Share on other sites More sharing options...
Dax Posted June 14, 2013 Report Share Posted June 14, 2013 Changes sound good man. I'll check this out soon and get some games on it. Feel free to add me on live if you'd like, we can check it out in game. Link to comment Share on other sites More sharing options...
Death by Dogs Posted July 13, 2013 Author Report Share Posted July 13, 2013 Lies, all of the above are lies... Link to comment Share on other sites More sharing options...
Death by Dogs Posted July 15, 2013 Author Report Share Posted July 15, 2013 You know if your not going to at least give feedback on a map (and this could be anyone's) like you say you will then why can't you just tell the truth that you don't care about their map instead of lying. To anyone who doesn't understand why I'm complaining just check the times that these posts have been made. I waited a month to get feedback before, and now it has been more than a month and still no post even though they've obviously been on checking out other maps. Link to comment Share on other sites More sharing options...
@Shadow KryPTiiC@ Posted July 15, 2013 Report Share Posted July 15, 2013 I understand that your busy, just reminding you to not forget about my map. Dogs shudup you have no mom. Link to comment Share on other sites More sharing options...
Death by Dogs Posted July 15, 2013 Author Report Share Posted July 15, 2013 ? Link to comment Share on other sites More sharing options...
Zandril Posted July 17, 2013 Report Share Posted July 17, 2013 Oh, I'm sorry. I forgot that my sole purpose in life was to cater to your every whim and go out of my way to provide you with feedback. It's not like there are literally hundreds of other forgers who have also submitted maps to me. Nor is it like I am trying to create videos, run a YouTube channel, moderate a forum, forge, and have a life all while working a full-time job. How silly of us not to focus one hundred percent of our attention solely on you. Next time someone goes out of their way to provide a service to you, free of charge, you might want to be a bit more appreciative of their efforts. Thanks. Psychoduck. Your post made my day. Link to comment Share on other sites More sharing options...
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