Foge
New Member
Posts: 3 Likes: 3
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Post by Foge on Dec 24, 2018 18:41:06 GMT
Introduction
The goal for Upward was to make a fast paced map that focuses on going up and going down.
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Making Upward
Upward was originally built for the Forgehub 1v1 contest and was designed for fast gameplay that uses gravity lifts to get around the map. Ultimately I scrapped the idea as the map was not playing well. After making Russet and hearing a lot of feedback from the whole community the one major thing that stuck out to me was that it was too large, so I wanted to go back and try to make this map work for 2v2 and 4v4 but have it play very fast. The original layout drawing can be found below, with the revised layout below that. Including some old pictures from the early blockouts of the map.
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Upward
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Weapon Layout
Overshield x1
Sniper x1
Plasma Pistol x1
Boltshot x2
Magnum x2
Light Rifle x2
DMR x2
Battle Rifle x2
SMG x2
Frag Grenades x4
Plasma Grenades x4
Splinter Grenade x1
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Supported Gametypes
Currently, Upward supports 4v4/2v2 Team Slayer, FFA, and Oddball with 8 players maximum.
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Shout Outs
Thanks to everyone who play tested the map for the past couple of months.
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Thank You for reading the post, be sure to give me any feedback on what you may want changed, or if you run into any problems when playing the map. Be sure to follow me on xbox (GT-Foge) for more project updates and stuff. Later Dudes/Dudettes
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Upward
Dec 24, 2018 19:40:03 GMT
Post by a Chunk on Dec 24, 2018 19:40:03 GMT
I’m a sucker for paper drafts and developmental pics. The final result doesn’t look too shabby either. ;)
I downloaded it yesterday already. Looking forward to taking a run around next time I’m on H5.
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Upward
Dec 27, 2018 3:18:22 GMT
Post by a Chunk on Dec 27, 2018 3:18:22 GMT
The only thing I really had any complaint about after a quick walkthrough was that having lifts at the locations where you land made it a bit confusing. A few times I walked up to them expecting to be lifted somewhere, and nothing happened. I realized quick enough that they were color coded. It was just slightly confusing initially. I like the aesthetic. It's one that works very well in this game. In general, I like the design too. It seems to promote a style of play that I don't really like, but at least the design is consistent throughout. It's definitely a design style that will work better for 4v4, relying upon team shooting and communication. I could see it being really annoying in 2v2 because of how easy it seems to be to escape mid-battle. So I think 4v4 was a really good choice for this. I'm not sure if my feedback sounds negative or positive, but I honestly like the map a lot. It's a much different style of design than anything I've seen from you previously, and I love seeing people stretch their boundaries. Fantastic job on this Foge.
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Foge
New Member
Posts: 3 Likes: 3
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Post by Foge on Dec 28, 2018 5:01:40 GMT
The only thing I really had any complaint about after a quick walkthrough was that having lifts at the locations where you land made it a bit confusing. A few times I walked up to them expecting to be lifted somewhere, and nothing happened. I realized quick enough that they were color coded. It was just slightly confusing initially. I like the aesthetic. It's one that works very well in this game. In general, I like the design too. It seems to promote a style of play that I don't really like, but at least the design is consistent throughout. It's definitely a design style that will work better for 4v4, relying upon team shooting and communication. I could see it being really annoying in 2v2 because of how easy it seems to be to escape mid-battle. So I think 4v4 was a really good choice for this. I'm not sure if my feedback sounds negative or positive, but I honestly like the map a lot. It's a much different style of design than anything I've seen from you previously, and I love seeing people stretch their boundaries. Fantastic job on this Foge. Thanks Broski! The goal for this was definitely to make something that was unique and different from what I've previously made. As far as the lifts go I've received a lot of the same feedback from others so your definitely not the only one, everyone I've talked to about it also had the same reaction as you, which is that its weird at first, but is quickly learned and nobody seemed to have a problem with it after just a minute or two. When I initially started the design for this I thought it would be cool to be able to see where you were going before using the lifts. I guess that backfired a bit with confusion when first playing the map but overall seems like everyone is really liking the overall design and different approach then I usually take on a map.
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Upward
Dec 28, 2018 5:28:54 GMT
Post by a Chunk on Dec 28, 2018 5:28:54 GMT
Thanks Broski! The goal for this was definitely to make something that was unique and different from what I've previously made. As far as the lifts go I've received a lot of the same feedback from others so your definitely not the only one, everyone I've talked to about it also had the same reaction as you, which is that its weird at first, but is quickly learned and nobody seemed to have a problem with it after just a minute or two. When I initially started the design for this I thought it would be cool to be able to see where you were going before using the lifts. I guess that backfired a bit with confusion when first playing the map but overall seems like everyone is really liking the overall design and different approach then I usually take on a map. It's this that was throwing me off: While I certainly don't think it NEEDS to be changed, I think you could provide a visual cue of the landing area that would serve the same purpose, but not have the confusing 'lift' visual. A red emissive cylinder would be an easy alternative, for example.
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Foge
New Member
Posts: 3 Likes: 3
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Post by Foge on Dec 28, 2018 9:17:26 GMT
It's this that was throwing me off: While I certainly don't think it NEEDS to be changed, I think you could provide a visual cue of the landing area that would serve the same purpose, but not have the confusing 'lift' visual. A red emissive cylinder would be an easy alternative, for example. Yea I totally feel that. I wanted to keep it consistent and originally I had the teleporter receiver flipped upside down, but that piece maintains that "aura" of light and does not move with the object accordingly, so essentially when flipped upside down, the aura is just sitting 10 units below the actual teleporter. The closest object I was able to find to that was the manholes and cylinder pieces, but neither looked nearly as good as the teleporter piece, so I eventually settled for what it is currently. I also tried to emphasize the fx on the sending lifts to have a more active lift approach compared to the receiving lifts.
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