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ablesir thomas
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INVASION: CHECKPOINT

Thu Dec 29, 2011 9:13 pm

Invasion checkpoint is an invasion map, co forged by myself and yardbird92
It takes place in hemorrhage with elites attacking. Phase 1 & 2 are territories and phase 3 is core.

The story has elites attacking a research facility that houses an AI. The elites must capture the checkpoint to allow for vehicles and additional armament to be deployed.
Then the elites must attack the facility and shut down the defenses on the AI core and extract it.

I'm looking for feedback to improve the map and to possibly have it submitted into matchmaking.
Sorry about the sloppy post I'll make a better one later I'm tired lol.
Oh and i need a new name for the map lol
here are picks
 
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Cheeseball
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Re: INVASION: CHECKPOINT

Thu Dec 29, 2011 11:17 pm

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But now that you're here, go ahead and search through the billions of photos, images and videos on Photobucket.

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Sarge
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Re: INVASION: CHECKPOINT

Thu Dec 29, 2011 11:25 pm

I fixed his link, Cheeseball. It should link properly now.
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Gorillars
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Re: INVASION: CHECKPOINT

Fri Dec 30, 2011 3:30 am

Sarge wrote:
I fixed his link, Cheeseball. It should link properly now.

It does.

From the 2 times i played this map now i can only give minimal feedback.
I heard from several people that the Ghost is pretty useless in Tier 2
and IMO the elite spawn a bit far back in Tier 3
 
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Valkyrion
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Re: INVASION: CHECKPOINT

Fri Dec 30, 2011 1:31 pm

Overall, I think that this map is off to a good start. Here's my constructive criticisms on the map:

  1. In Tier 1, approaching the territories, there's not enough cover for the offense to move up to the territories. There's loads of cover preventing fireteams on one side of the map from targeting the other side of the map, but not enough allowing for advancing and evasion. As a result, a "tunnel-like" effect is made (as RJ mentioned to me). I'd recommend adjusting some cover near and around the territory so a fireteam is encouraged to take different paths to reach the same objective and defense can't easily shoot/kill the attackers in the territory off of spawn.
  2. Tier 2 seemed to be mostly fine to me. I think the Ghost, use wisely, would be able to harass the defenders and distract them from the territories long enough for the attackers to get some time in.
  3. Also in Tier 2: It may be my own preference, but I do not like the "perch" on the Offense's left side; there's no way to get up to the perch and/or effectively kill someone in that perch short of spamming it with a bunch of grenades. I think I understand your reasoning behind it, but the fact that someone is in an effective defensive position without any reasonable threat to their lives leaves a sour taste in my mouth. In the MM maps, if you have an effective defensive position, you're going to need to defend it from encroachment from time to time.
  4. Tier 3 had a few significant issues. It seemed that the Elites were spawning back farther than their Tier 2 spawns. While I understand you didn't want Elites to be as close to the core (as well as have better control over the core carry path), the result was a nigh-crippling loss of ground for the attackers. Defenders could secure the central "attacker" building and surround attackers as they tried to cross the "killing field" to the core building. The open ground made for a very difficult push and retrieval.
  5. The path to the capture point in Tier 3 also gave me some concern. While neither team was able to cap the core in regulation time, looking at the path to the cap point, it seemed that the defenders would easily be able to shoot down the core carrier, turning the capture into a deathwalk. Bits of cover here and there that keep the core carrier from being too exposed would be useful.

Now, after looking at that wall of text, don't feel dismayed. I feel you have a strong concept of Invasion maps, and that it is apparent in Checkpoint. My overall suggestions are these:

  1. Add some more cover for the attackers to move up, and create some new paths to allow attackers to try a different angle of attack.
  2. Avoid placing territories in places where defenders can easily shoot them after emerging from their spawn zone.
  3. Ensure that defensive positions have to be fought for from time to time.
  4. Don't pull the attacker's spawns too far back from the final objective.

For what it's worth, I believe you're off to a good start. Map size isn't an issue, and weaponry seems relatively balanced— a right sight better than 95% of the other Invasion maps out there. Keep tweaking it and making adjustments. I look forward to playing on it again! ::thumbs::
 
ablesir thomas
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Re: INVASION: CHECKPOINT

Sat Dec 31, 2011 5:44 am

thx for the feedback guys. Valkyrion thanks for the detailed feedback, its refreshing to see well crafted constructive feedback for invasion. As opposed to people just yelling armorlock shotgun is op lol
Although the elite spawns teir 2 to teir 3 should be the same i will check the labels in forge. Also would you be up to a forge session soon ?
 
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Valkyrion
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Re: INVASION: CHECKPOINT

Sat Dec 31, 2011 10:02 am

Send me a FR (GT: HWM Valkyrion) and I'll see what I can do. Winter break is almost over, and I'll soon be back to school. Let me know when you're normally available, and we'll see what we can do.
 
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Cheeseball
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Re: INVASION: CHECKPOINT

Sat Dec 31, 2011 3:15 pm

ablesir thomas wrote:
armorlock shotgun is op lol

Oh hi, you must be from bungie forums
Spoiler: show
Image

Going to expand a bit on Valk's points:
- I agree that spartan defense platforms should be somewhat accessible to attackers, it's inherently unfair if they get a vantage point that is unassailable.
- I disagree with ghost usefulness in tier 2, i felt completely useless when using it ingame. This is probably due to my previous comment on high ground advantage

I can't comment much on spawn location, as my playtesting experience consisted mostly of me trying to embarrass as many wheelmen in fights as i could
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MrGreenWithAGun
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Re: INVASION: CHECKPOINT

Sat Jan 07, 2012 12:43 am

I appreciate reading your feedback, Valkyrion. I am familiar with this map as I have played on it myself, and what you are teaching Able I can learn from as well. Thanks again for the detailed explanations.

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