Hey everyone. A few of you from the old EP forums, gruntmaps, or the long-defunct FMT may remember this relic. Precipice has been my summer project in addition to the year or so I slaved over it almost 4 years ago. It is large, now playable, and I am proud of it. Lately I have been giving alpha/beta copies of it to people for testing, and the feedback has been both overwhelming and wonderful. Much of it resembles "gameplay here fails, do something", so I do. Other feedback I receive is aesthetic in nature, and overall I am still working a lot on that part of it. I knew that if I posted a WIP topic I'd get some good feedback, but also a lot of the usual harsh/flaming criticism, so I waited until I was happy with the direction the map was going in and the way it looked. That point would be an hour and a half ago, when I began typing this endless (including the spoilers) post.
But enough with words, I know you all want pictures, so I took many. Spoiler'd for 56Krs (if they still exist, god help their souls).
One perfectly reasonable question that has been raised has been gameplay. The map is CTF-based, though slayer will hopefully work pretty well too. Below I have taken the two renders and attempted via photoshop to illustrate my current designs.
Work on this project has sped up considerably since I got home for the summer. All right, that's an understatement. This was a half-textured, single smoothing group gmax monstrosity as of 2 months ago. The fact that it is even in game at all, let alone playable, is incredible. The goal now is to make it as enjoyable and nice-looking as possible.
On that note, things I already have on my feedback list of "urgent, cool, and you want me to do what!?" are as follows:
- Vary the cliffs and add player clipping to any crafty players who somehow manage to get above the vehicle ceiling (in progress)
- Find a way to balance the banshees (sort of in progress)
- Add details such as weeds in the cracks, etc. (In progress, but not that high on my list at the moment)
- Add a ladder in the control room pit so players who survive the fall aren't forced to suicide by jumping out the canyon exit
- Railings. Over half of my testers requested this, and I'm finally moving toward giving in. It is a little unnerving to exit a teleporter and be 3 feet from a splattery doom.
- A makeover for the walls/interlocks- Ara/Icedragon has a model of the wall and as of yesterday has graciously agreed to do some work on it, leaving me free to work on the rest of the list. Once again he has my greatest thanks.
- Taller teleporters- suggested by Ara after he kept feeling the (totally unnecessary :P) need to duck as he walked through them
My list of larger, more difficult, yet understandable and cool conceptsis thus:
- Break up the monotony of the canyon walls- I'm thinking large supports or buttresses along the walls, but I haven't decided yet. I do agree that they are pretty barren and plain as is, but I did want them to look artificial. I'll eventually find a way to do this one.
- Added forerunner architecture up top. Right now the small machines are the only buildings top-side, and the grass is devoid of any cover. a30 style pipes and similar tech might work well to give players on foot a helping hand. Also, buildings in the distance over the top of the cliffs would be a nice thematic touch.
- Floodify me, capt'n. Warsaw suggested an idea what actually fits in with the original theme of the map, which was some sort of WIP forerunner canyon had been attacked by the flood, and the end of the long canyon sealed itself off to contain the infestation. The destroyed bridge and various flood sound effects in the level attest to this, but Warsaw proposed that this theme be brought to the entire map in full force. Experiments in corners, flood growths in the lower caves, the whole deal. I am strongly in favor of this idea, but I simply don't have the willpower to even start on that until I have the map the way I want it otherwise. This is probably the most drastic, yet most awesome of the suggestions I've gotten so far.
Stuff I'm aware of, but may not change drastically:
- "That section of architecture doesn't look forerunner enough"- I am well aware that over a year my modeling skills changed tremendously, and with it the closeness to forerunner architecture shifted as well. Right now my explanation is that parts of it were hastily finished when it became apparent the flood threat was becoming more dangerous. However, I am considering redesigning some doorways, etc. Large-scale remodeling is far into my denial zone, however. It may not be the best constructive mindset, but I've spent far too much of my halo-playing life on this thing and I can't bring myself to start writing over the stuff I spent so much time on.
Okay, now that the wall of pictures and text is over, give me your feedback. I want Precipice to be fun, pretty, and useful. Thanks for your time.
Update #1: August 29th, 2009
Update #2: September 7th, 2009
Update #3: October 5th, 2009
Update #4: October 9th, 2009
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