So urk posted a little something about this :
http://www.bungie.net/News/Blog.aspx?mode=news#cid30211
Looks like Modacity is now gonna be known across Bungie.net :S
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So urk posted a little something about this :
http://www.bungie.net/News/Blog.aspx?mode=news#cid30211
Looks like Modacity is now gonna be known across Bungie.net :S
Hrm, that's unfortunate. To be fair, we could never get a playtest together that had more than 5 or 6 people, so we could never fully test spawn-whorability. The sniper spawns theoretically were to do the exact opposite: let the home team snipe the shit out of anyone coming in through the main entrances. Guess people are turning it around and using it on the way in through the bashee pads. Ah well. Nothing we can do about it now. Sorry. :/
There's a phantom BSP near/on one of the crashed banshees on the bridge, kind of annoying but not a big problem. And yea, poked around all the nooks and crannies of the map with help from Rec0's Devicator.
That scenario would have been prevented if the teleporters leading to the shee roosts were one-way. Well, you can't do anything about it now since you released it and all...
EDIT: The crashed banshees and burning hogs were supposed redirect you from the path of the phantom bsp.
Also, in one of the sniper roosts there's a hole in the map and you can fall out. Weird!
That stupid phantom BSP problem has plagued Halo forever. When I got into Bungie, that's one of the first things I asked Chris Carney, was how to deal with this. He told me "Halo loves the grid" and to use the snap functions in 3D Studio Max to avoid the phantom BSP problem.
Yeah, don't get me wrong, this map is definitely an artistic achievement, it just needed a good workover from some real play testers. I know how hard testers can be to find, particularly for an old game like this. I wish I'd been there myself, I think I could have offered some useful insights into map flow and object placement.
A hole in the sniper roost? Bizarre. And the issue with making the banshee teleporters one was was that people would get stuck if there was no banshee. The easy fix seemed to be to let them go back in if they wanted to.
My favorite attack route is to get the sniper, get in the shee, fly to the enemy shees and go through the teleporter and camp the sniper until my team gets the flag. :downs:
The sniper whoring isn't that much of a problem and could be easily solved by spreading out the spawn points. Place one spawn point at each banshee spawn, so now the sniper whore does not only need to focus on the bottom where the enemy spawns but also on the other sniper spot in case enemys spawn by the banshee and walks back and also at the tele behind him.
Also you can throw nades from the bottom to the sniper spot to kill the sniper.
Another idea: Let an additional sniper spawn in the spartan laser room at each side of the teleporters. Makes some good sniper duels.
Also the lower bridge ... it's insane. There needs to be some sort of cover. The snipers sniping at the shee spawn and the spartan laser have it way to easy to kill one on the lower bridge. Or maybe let a sniper spawn there to so you can first kill all the enemy snipers and than cross the bridge really fast.
I can't wait to play some more :woop:
There is always room for a V2 after half a year or so :neckbeard: