(Feedback for Maps played on Saturday May 7th)
Great job on hosting as always Infinut, you are amazing at it and its a real treat to be able to test our maps twice each in one session.
Prophets Fire - My map so no feedback but I will just say I was very happy on how CTF played especially in its very first test.
Meltdown- You have done an excellent job in recreating one of the best Halo 4 Bigteam maps out there.I think everything is pretty spot on, the scale seemed very close to the original if not perfect.
There were a few easily fixable issues one is some of the geometry in the bases on the floor was waaay too bumpy and needs to be smoothed out.I think it was the container crates that were causing the issue.You could maybe just use invisible walls over them to make walking over them snoother or better yet replace them alltogether with other pieces. Also I noticed that you placed the Mantis on the bottom level when it was originally on the top level in Halo 4 just across the bridge.I dont see a real need for this change and I think its better to stay true to the original version.One other minor thing is the mancannons on the side walls seem a little akward on how they are not properly merged, that should be able to be fixed just to make them look cleaner basically. The only other problem I encountered in the playtest was in the bottom middle trench there was a grav lift that I kept running into with vehicles nearly getting stuck into it with evey pass, that just needs to be cleaned up a bit to allow vehicles to pass through that area a bit more cleanly as I never remember running into that issue in the H4 version. Great job on this map, after playing this I realize just how much I miss this map from Halo 4!
Caracalla Park- I can't believe just how fast you keep pumping out quality Forge maps like this! This map is pretty spot on to what I remember in my mind from Reach.This was always one of my favorite firefight maps and it was a great idea to turn it into a BTB map,all the map geometry is beautifully done especially the epic bridge and the middle with the overhangs and stairs.I think teams may have been a bit unbalanced on the assault game we played so you should definitely test that again.I do think the 2 Wraiths on each side might be a bit much especially on objective games,I could see them being abused especially in objective games if players decided to camp their bases with them it would be nearly impossible to make an effective assault on the enemy base if one or even both Wraiths decided to play defensively. I know you probably did that to keep the epic feel of the firefight map from Reach, I probably would of tried the same. Maybe if there were a rockethog to counter them that would atleast make a viable counter for Wraiths and a vehicle to more effectively make objective runs with but would kinda make the standard hogs obsolete. Id say 1 Wraith per side would be better but it would be cool to keep all the Wraiths for Slayer only.I did think that Strongholds played so much better than assault and may be the signature gametype of this map, but I would love to play CTF and Slayer before making that conclusion.The only other issue I noticed with the map is the Sniper can be too easily abused on this map, I personally believe not every map needs a sniper but I know many wouldn't agree with me.. The "Upper mid deck" area is a Snipers dream on this map and I could see a skilled sniper abusing and terrorizing the enemy team and possibly spawn killing them as well.So I say due to the more open nature of the map a Sniper isnt truly needed but if you must keep it then atleast make the Spawn 180 and maybe limit the spare clip to 1.Also im not sure where it spawns but I wouldn't have it spawn in a dominant higher up position, atleast make the sniper earn that power position. Overall amazing job on this map and I cant wait to play more.
If 343 ever decided to make a heavies playlist this would be one of my dream maps to see in that list with a few more heavy weapons ofcourse, so please submit this if they ever announce heavies!
Outpost 77- This map played very well overall and had some really nice elevation to it. I think there were some issues with spawning in eachother base on occassion which can easily be fixed ofcourse with spawnzones. I love that you included so much water from the Alpine cavas, to me maps with alot of water make things feel alot more believable and immersive. I do think that the bottom area is really open though so maybe put a bit more cover for infantry via rocks or structures down there.Also maybe a couple more ways up into the bases since they seem like pretty dominant defending positions.The base I was defending had on questionable incline that was so steep I think I was unable to climb it while trying to grab a flag we were trying to score. The mancannon down in the water really was a good idea and was definitely necessary, imo it could use a bit more structure instead of a simple platform with railing but its not the biggest deal.One possible issue in the base i was in directly across the bridge is that there was a really high platform or power position that overlooks directly into our base where our flag was, i remember on several occasions fighting people that were up there shooting down upon me, I just feel that it is a bit too high and powerful of a position overlooking our base and a good team could easily camp and abuse that area.I would have to playtest again to know for sure as I was unable to make it up to that position during the playtest.
Unistreet -
This map is a bit rough around the edges but has alot of potential.I like the overall layout but you desperately need atleast some elevation changes on the bottom roads to provide more cover and gameplay variety.I did have alot of fun zooming around the map in the ghost, I would say a warthog might be fun as well though maybe the map is a tad bit too small for the hog, not sure. Another issue but an easily fixable one is the posts you used to block the vehicles from going in certain areas are way too close together and I found myself bumping into and manuvering around them alot on foot which was slightly annoying. I really need to play this map again too give more valuable feedback but alltogether this map mostly needs more elevation on the bottom level and probably a couple more easily accessible ways to get up top levels.One more thing is maybe just a personal preference but I think the rocket is a bit too powerful on this map since it is on the smaller side, maybe try switching it with a plasma caster or fuelrod or something else. I think someone could easily camp their base and defend the flag a bit too easily with that weapon if they chose to do so.Great job overall, hopefully we can play this again sometime soon!