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#Halo

4/9/2011 1:52:46 AM
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"Think Twice" Map feedback thread (now available)

[quote][b]Updated [url=http://www.bungie.net/Forums/posts.aspx?postID=58880594&postRepeater1-p=1#58880616]Thread Disclaimer[/url] below[/b][/quote] Download[url=http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=16952073&player=A%203%20Legged%20Goat][b] "Think Twice"[/b][/url] [url=http://www.youtube.com/watch?v=wRuXUdYk6TA]Think Twice gameplay montage[/url] by riftegifle -[url=http://carnage.bungie.org/haloforum/halo.forum.pl?read=1067705]Halo.Bungie.Org post[/url] -[url=http://www.reachingperfection.com/2011/04/think-twice.html]ReachingPerfection Post[/url] -[url=http://www.forgehub.com/forum/reach-competitive-maps/124573-think-twice.html]Forgehub Thread[/url] -[url=http://halocharts.com/grouppages.php?group_id=4984&page=Think%20Twice]HaloCharts Satryros thread[/url] (public page) [quote][b]Screenshots[/b] [url=http://farm6.static.flickr.com/5228/5653850654_8dfd427242_b.jpg]Red Base[/url] [url=http://farm6.static.flickr.com/5304/5653850826_91fb64ae16_b.jpg]Blue Base[/url] [url=http://farm6.static.flickr.com/5150/5653279813_62b8a4d060_b.jpg]Green Room[/url] [url=http://farm6.static.flickr.com/5222/5653279655_cb9996118a_b.jpg]Gold Room[/url] [url=http://farm6.static.flickr.com/5146/5653279717_50d3b6f206_b.jpg]Top Center[/url] [url=http://farm6.static.flickr.com/5230/5653279511_0852e4fb92_b.jpg]Bottom Center[/url] [url=http://farm6.static.flickr.com/5063/5653427773_6054e6fdc8_b.jpg]Top and Bottom Levels[/url] [/quote] The Think Twice Public Beta has concluded. On behalf of the four of us, we thank all of you who participated in testing and posted feedback in this thread. Your comments helped the map nearly reach perfection. Our refined and polished design is now available for all to download and share. However, a map is never finished, so this thread will continue to serve as the feedback thread for Think Twice. Thanks again for all of your support. To view the list of changes from Beta to now, as well as new videos, please see [url=http://www.bungie.net/Forums/posts.aspx?postID=58880594&postRepeater1-p=28#59369861]this post[/url]. [url=http://www.youtube.com/watch?v=CL-S3S2aXW8]Final Version Youtube Walkthrough[/url] >[url=http://www.bungie.net/News/content.aspx?type=news&cid=31214]Public Beta on Comm Chatter[/url] (thanks for your support Urk!) >[url=http://www.youtube.com/watch?v=FJvNTnWPvlc]Beta Gameplay[/url] on youtube [i]Think Twice[/i] is a simple, yet innovative competitive multiplayer map created by Sven Nietzsche, GodlyPerfection, Jonzorz 124, and myself. The public beta ran from April 11th 2011 to April 23rd 2011. We received constructive and profound feedback from many of the testers, which was invaluable in fine-tuning the map. We humbly thank all of the participants. Your comments have refined the map and made it much better. [b]Beta Action-Shots[/b] [url=http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=16392256&player=Sven Nietzsche]Battle for the Green Room[/url] [url=http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=16392252&player=Sven Nietzsche]Whoever wins gets the Healthpack![/url] [url=http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=16392287&player=Sven Nietzsche] I guess I lose...[/url] [url=http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=16392312&player=Sven Nietzsche] Obi! I told you not to feed the Dinos!![/url] [url=http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=16392311&player=Sven Nietzsche]Soo Much Awsome![/url] [quote][/quote] [Edited on 04.27.2011 8:04 AM PDT]
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  • The whole map is just a giant cluster -blam!- with people charging and spraying towards the middle. Well, that might be a bit of an exaggeration, but you get the idea. You should really open up some more viable routes.

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  • I know it's all late. But this IMO is the worst map. I don't know what I hate about it soo much but whenever it gets chosen I get so mad and feel like rage quiting before the game even starts.

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  • I want to take the time to thank EVERYONE for your support on this map. Without you guys helping us test, giving us feedback, or spreading the word, the map would not be where it is today. With it going into the official playlists sometime this week, the official Map Feedback thread in optimatch is now up. Please leave all of your gameplay feedback in that thread so we can keep things nice and organized: [url]http://www.bungie.net/Forums/posts.aspx?postID=61189531[/url]

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  • Bump

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  • Plays like -blam!- Amplified with all the firefights happening. Which reminds me, REMAKE AMP'D.

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  • So after a short break from this, I've finally slowly started re-playing it again to start looking for issues for a second version. I've already found a couple. If you have been playing Think Twice with your friends and you have found any minor details about the map that you know could be fixed, let me know.

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  • [quote][b]Posted by:[/b] Docterweegee This map better be in MM![/quote]

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  • [quote][b]Posted by:[/b] A 3 Legged Goat Next comes gameplay. We've optimized gameplay on the map, but whether or not it's fit for [b][u]multipaler[/u][/b] will be up to bungie at that point. Our spawns, weapons, and objectives are balanced and the forging is smooth, so the only thing against us will be whether or not gameplay is to Bungie's liking. At the very least, community slayer is its next stop [/quote] >_> Also the map needs more Spikers.

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  • [quote][b]Posted by:[/b] Hyysteriaa[/quote] 1. The map wasn't made to be the next sliced bread. It was meant to show how designers need to take risks and break away from the comfort zone of "rockets, shotty, sniper, high-ground control" map design. 2. The beta wasn't expected to be front paged. It was meant to show designers how extensive your testing needs to be and how much feedback you should garner before dubbing a map complete. Urk probably wanted to see how the community reacted to it. 3. Downloads do not matter. It's already being looked at by Bungie, which was our intention. If they don't like it, then we will apply what we've learned to better and less simple maps in the future. If they do like it and it ends up online, I guarantee you there will be people who like it just as there are people who don't. If you fall into the latter, don't vote for it. And seriously--you don't need to post in all of my threads to get my attention. Just send me a PM.

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  • [quote][b]Posted by:[/b] Hyysteriaa [quote][b]Posted by:[/b] Jonzorz_124 [quote][b]Posted by:[/b] Hyysteriaa This was the biggest fail in forums history.[/quote] ...trolling[/quote] Nope. The amount of hype that went into this map was unbelievable only to see it get 2000 DL's. It's funny to see maps like 'CoD: Ascension' and 'MODDED MAPZzZ' get higher downloads lol. It was a unfortunate fail and the OP and forgers have only themselves to blame unfortunately. The map itself is mediocre at most but not worth a 'beta' or 50+ videos on the OP.[/quote] we didn't expect it to warrent a huge download count.

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  • [quote][b]Posted by:[/b] Jonzorz_124 [quote][b]Posted by:[/b] Hyysteriaa This was the biggest fail in forums history.[/quote] ...trolling[/quote] Nope. The amount of hype that went into this map was unbelievable only to see it get 2000 DL's. It's funny to see maps like 'CoD: Ascension' and 'MODDED MAPZzZ' get higher downloads lol. It was a unfortunate fail and the OP and forgers have only themselves to blame unfortunately. The map itself is mediocre at most but not worth a 'beta' or 50+ videos on the OP. [Edited on 05.03.2011 10:28 AM PDT]

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  • [quote][b]Posted by:[/b] Hyysteriaa This was the biggest fail in forums history.[/quote] ...trolling

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  • This was the biggest fail in forums history.

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  • I tried this map out on Forge for a decent amount of time, and like the person above me I will present a list of pros and cons:- +) It's pretty. Truly, truly aesthetically pleasing. I'm tempted to say that none of Bungie's multiplayer maps look this good. +) It allows mobility. You can get from where you are to where you want to go very quickly, with no hassle. I particularly like the ability to jump from the lower level to the upper by running up the walls. Very clever, and very well-designed. +) Good choice of weapons (except the Sniper, which we'll come to later). It's a close-quarters map, and I'm glad to see that you've selected a variety of weapons that require skill to use in CQC (namely, anything but the Shotgun and Concussion Rifle). It's good to see a powerup too - they were feeling rather unused. -) It's overly simplistic. Five minutes in Forge taught me everything I need to know about the map's layout, and while it has some nice trick jumps you can't hide the fact that it's simply shaped like a square with its diagonals drawn in. I don't have any sense of conplexity when I play through it. It's almost like it's Halo for 6-year-olds. -) Every game will invariably be a bloodbath. Everything about this map is designed to draw players into direct conflict with each other as quickly as possible. And while I dislike camping as a strategy, there has to be somewhere where a player can stopcatch his breath. Here, however, there's nothing - an enemy could appear behind, in front of or next to you at any moment. It's one thing to keep players on their toes, but quite another to instil paranoia. -) The long corridors play unfairly to the Sniper Rifle. It would be relatively easy to have a team holed up in their base, with one guy covering the hallway with the Sniper while the other three wait next to each entrance. Besides, if you're running along a hallway and a player with a Sniper appears at the end, all you can really do is run at him. Which won't end well. So, yeah. I like the map, and it's very well-designed, but it feels simplistic. Keep up the good work, though :)

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  • Here's a list of my likes and dislikes. I haven't played this, so I won't comment on the gameplay, but I've looked around in Forge for a good amount of time. +) The central theme is pretty cool, since you can move between the top and bottom levels quickly. It's a neat idea. +) It certainly looks different to most maps with all of the crazy textures. +) There's lots of cool jump ups and ledges you can access. -) The whole map is basically just a circle around the centre, dressed up by various objects. It doesn't feel integrated, and it doesn't feel like there was any concept apart from "central gimmick!" But that's just my opinion.

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  • [quote][b]Posted by:[/b] Godly_Perfection [quote][b]Posted by:[/b] the pib I hope your forging team's next project is an Invasion or BTB map. There aren't enough truly innovative and unique ones out there that also have smooth and fair gameplay.[/quote] Well now that Goat has his reach disk back we are slowly working on the rough draft for our next project. You won't be disappointed.[/quote] I hope its not Invasion. No matter how good the map is, it will be ruined by the imbalances that no one can fix with the gametype. I hope it's BTB.

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  • [url=http://www.bungie.net/stats/reach/gamestats.aspx?gameid=592873421&player=FIS%20Gh0st]Good Game[/url]

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  • [quote][b]Posted by:[/b] the pib I hope your forging team's next project is an Invasion or BTB map. There aren't enough truly innovative and unique ones out there that also have smooth and fair gameplay.[/quote] Well now that Goat has his reach disk back we are slowly working on the rough draft for our next project. You won't be disappointed.

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  • I hope your forging team's next project is an Invasion or BTB map. There aren't enough truly innovative and unique ones out there that also have smooth and fair gameplay.

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  • [quote][b]Posted by:[/b] patato chip I was actually quite impressed with this map. From the ascetics, to avoiding a sea of grey, and even camp control so to speak. My only criticism would have to be that although the four rooms are different, it all feels too simplistic. In the future, you guys should work on an asymmetric, Zanzibar style map. While those can be a -blam!- to balance(i'm working on one now, so believe me I know) We don't have nearly enough of those in MM. And the ones we do have are broken messes lol @ reflection and pinnacl [/quote] All I can say is wait and see my friend, wait and see. :)

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  • I was actually quite impressed with this map. From the ascetics, to avoiding a sea of grey, and even camp control so to speak. My only criticism would have to be that although the four rooms are different, it all feels too simplistic. In the future, you guys should work on an asymmetric, Zanzibar style map. While those can be a -blam!- to balance(i'm working on one now, so believe me I know) We don't have nearly enough of those in MM. And the ones we do have are broken messes lol @ reflection and pinnacle

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  • [quote][b]Posted by:[/b] NiViN Horrible.[/quote] This kind of feedback is not condusive to improving the map.

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  • [quote][b]Posted by:[/b] NiViN Horrible.[/quote] This sort of feedback doesn't help us or anybody looking to improve their creations. If there's something in particular that you don't like, you are welcome to share with us.

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  • Horrible.

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  • The most difficult hurdle to get over MM wise would be splitscreen support. We've got 2 player supprt down, so that won't be an issue. Next comes gameplay. We've optimized gameplay on the map, but whether or not it's fit for multipaler will be up to bungie at that point. Our spawns, weapons, and objectives are balanced and the forging is smooth, so the only thing against us will be whether or not gameplay is to Bungie's liking. At the very least, community slayer is its next stop Off topic: bnet mobile is pretty cool! :D

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  • This map better be in MM!

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