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#Bungie

8/3/2010 9:39:52 PM
109

Incompetent Cartographer 5

Don't be playin' with my emotions! [url=/news/content.aspx?type=news&link=Incomp_Cartog_5] click for full story [/url]

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  • were is it?

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  • ya i know he hasent even made any mo posts [quote][b]Posted by:[/b] connorday10 i cant help but notess that at the end it says [quote]Stay Tuned.[/quote][/quote]

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  • i cant help but notess that at the end it says [quote]Stay Tuned.[/quote] [Edited on 09.03.2010 2:14 PM PDT]

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  • Yeah man halo 3 forge is terrible!

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  • i have some ideas for bungie and i was wondering what there email is there really good so plzzzz tell me :)

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  • My critique based on photographic walk-through: Not to sound like a stuck-up Atlas critiquer or anything, but the map does need floorspace. Lightside is too wide-open from the vertical advantage that Darkside has. Cover will help but won't fix it. If you do not want to build some kind of structure in the Lightside of the map and give some horizontal breathing room, may I suggest flaring the map out to either side? I said it before in a previous post, try making it into a "Y" shape with the narrow end as Darkside and the other as Lightside. If the Lightside sections are connected in the rear and offer a bit more cover, the map may prove to be less problematic in terms of spawn camping and being mowed down relentlessly from a fortified position. However, I cannot see the full majesty of the map quite yet. You refer to it as being "too large" for 2v2 in which case I will assume that the map is to a scale I cannot clearly see. There may be enough strafing room, but I can't be sure. If you get a chance to post a video Urk, please do. I'd love to see it. Also, unlike most Atlas critiquers, I will also point out the positives. Let's start with the two overhangs on Darkside. I love what you're doing with them, for balance I'd ask for a couple of ambient fusion coils milling around up there begging for grenades. Next I will applaud the shield you placed in the window that had too much of a vantage point on the map. Great choice, now it is only for spying and not sniping. The submerged walkway is cool, but I feel that it is not being properly utilized. I agree that some definition is needed along the exterior to provide cover and orientation. I would also recommend a light to differentiate the walkway from the water if no cover is laid upon the sides. Lot's of landmark features and a good ol' fashioned uphill struggle. I like that. Keep the updates coming Urk, what are you going to do next?

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  • Yeah Thats cool cause i was a terrible forger on halo 3 lol.

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  • Really amazing

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  • Make little traps so you can drown if you make one false step.

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  • I am really looking forward to these new maps.

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  • I really hope we'll be able to get a taste of this map when Reach falls.

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  • That was pretty epic. I have so many map ideas now

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  • I suspect that at the very least Urk will put it in his fileshare for some time after Reach comes out. You can then download it and use it for customs if you want. It isn't going to ship with the game if that is what you mean, I think at this point the game is finished as far as Bungie is concerned. I do wonder when the next incompetent cartographer will be out, I am interested in knowing the process to get maps into matchmaking, which is what Urk said he would tell us in this series. I also like seeing as much of forge as possible.

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  • Will we be able to play this map in the full game? [Edited on 08.06.2010 11:30 AM PDT]

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  • When is the next one dropping?

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  • The fact that someone is complaining about long posts when the link to this thread is clearly labeled "Discuss" which after all is about urk creating a map and requesting critiques is really rather amusing. Sure, post a ten word [u]comment[/u]. But that wont help urk nearly as much as one that has more substance. I agree with Reykjavik as well in saying that it's really all up to urk anyways people, yikes. As for my own thoughts, I think the map is rather ok, good but only ok. The submerged portions are a good gameplay element both ascetically and the way it plays. I would like to see something that would break up some of the hallways, perhaps "phased in" boxes/blocks to add a cover element so both players won't be strafing back and forth long range. That gets old after the first couple times, no? And where the DMR spawns up on the end of the second level blue team walkway is nice, but perhaps a bubble shield should spawn there, possibly as well? or on the other end to compensate for the pistol fire coming from red team's center base. The DMR can only do so much after all. I love the presentation of the Shotty so much, keep that right where it's at urk, and retrieving the rocket has a risk to it like in blood gulch which is very nice. I'm sure more playtesting will make this into a stellar map I know it. ^__^ edit: And a walkthrough via a video on Youtube would help bunches too urk, justsayin. we only have pics to work from also, Halo water = Sexy water [Edited on 08.06.2010 9:02 AM PDT]

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  • What in the world is a "Firebird" medal? O_O

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  • Lets see about 'could be summarized in 10 words.' Not great, there isn't enough space for players to move... Sorry, that had approximately none of the meaning that I wanted to convey. I didn't even finish the first point, let alone suggest how to fix it. If you don't want to read it, don't. If you have an interest in making maps, or this map specifically, you may be interested in my post. It isn't like space is at a premium here. I am sure there is a limit to how many posts can go in a thread, but this one will probably never come anywhere near that. As soon as the next edition of the article comes out, this discussion will likely stop. There is no need for you to complain about my posts. If you think they break the rules, feel free to push the report button, I doubt the mods will think my posts are inappropriate though. If continue this however, I may begin to suspect you of trolling. [Edited on 08.05.2010 5:44 PM PDT]

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  • You may have plenty of time to write it but most people don't want to read ages long when it could be summaried to 10 words. Leave some space for others to write...

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  • I prioritize clarity over succinctness in most cases. It is better to have a redundant essay that is clear than one that says something briefly and unclearly. Also, its summer vacation, so I have plenty of time on my hands. It isn't like anyone has to read it.

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  • Seriously? You really need to write it that long, its not an essay! (talking about Reykjavik) [Edited on 08.05.2010 9:25 AM PDT]

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  • I'm going to assume a Firebird is killing someone while in the air via jetpack, not sure whether it needs to be with rockets or not. I love seeing how this map is coming along, makes me look forward to forge and gives me a nice glimpse of it.

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  • [quote][b]Posted by:[/b] Kill 4 Funs Do you think you could be just a bit less retardedly critical and not imediately go, 'oh this is -blam!-' (not actucually quoted just trying to explain). I mean him and his friends tested it which means it must have some merit. -.-'[/quote]Retardedly critical? Really? I take the time to look carefully at a map, contemplate how gameplay will likely flow on the map, and have the courtesy to be honest about my opinion, and you say retardedly critical, and think I am saying 'oh this is -blam!-.' I said it isn't that great, I said why, and I said how I think it could be improved. Urk himself said that he didn't have a lot of experience making maps, and the mistakes I see are ones that are easy for a rookie mapmaker to make. I don't know about you, but I love getting feedback that goes straight to the biggest problem with a map, it makes it much easier to fix. Also, I pointed out that I have to base my feedback on descriptions and screenshots, so my impressions might be off. I am not some hypercritical guy who randomly tells other people how to make maps, I have a fair amount of experience building and testing maps in Halo 3 forge, so when I saw a few things that in my experience, would cause problems, I detailed them, and gave the solutions that I find to be the most effective. If Urk wants to ignore my ideas in favor of listening to experts at Bungie who know Reach much better, and are also better in general at map design because they have decades of experience, then that is perfectly fine, but I am going to help as much as I can by making my thoughts available. [Edited on 08.05.2010 6:40 AM PDT]

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  • [quote][b]Posted by:[/b] Reykjavik I see a lot of people posting positive comments, and a few with constructive ideas to improve the map, but nobody else seems to be posting what I think. It doesn't look that great. The walkways seem to... [/quote] Do you think you could be just a bit less retardedly critical and not imediately go, 'oh this is -blam!-' (not actucually quoted just trying to explain). I mean him and his friends tested it which means it must have some merit. -.-'

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  • It could be a sign that it was 2v2 and that they weren't the same player :)

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  • [quote][b]Posted by:[/b] MFROG5 Hmm... Chad's spartan had an ODST helmet... But then it turned into a Mark V/B... How is this possible? Bungie, could this be a sign of in-match helmet changing?[/quote] No, it could be a sign of the armour resetting to default like it did in Halo 3 every once in a while.

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