View Full Version : Transit
Sir Shazmanoid
12-04-2010, 12:36 PM
http://imgur.com/6T75J.jpg
Download Transit (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=9908905&player=DeathstarsOG) | View Original Thread (http://www.xforgery.com/forum/showthread.php?t=12032)
Basic InformationCreator(s): DeathstarsOG
Category: Conventional
Canvas: Forge World
Size: Medium
Recommended Party Size: 4-8 Players
OverviewHello and welcome to another Weekly Feature here at XForgery. This week we're showcasing Transit. Transit is a medium sized asymmetrical competitive map. It is primarily designed for 4v4 play, however many members have praised it for its excellent 2v2 Team Slayer gameplay as well. As the title implies, the map is themed after a subway station. (And no, not the sandwich franchise) Transit's creator, DeathstarsOG claims to have drawn inspiration for the map from fan-favorite Halo CE map: "Rat Race". All of that information sounds rather ordinary 'on paper', but I assure you... Transit is not your average competitive map.
Transit not only follows a strong subway station theme, but it practically looks as if it's been modeled after one. Those who have played on Transit have praised it for following it's theme all throughout the map, and never straying away from the subway station feel at all. Besides the weapons of course, it would just be plain scary to find a rocket launcher on top of a train or grenades scattered throughout the building at your local subway station. Not only does Transit strongly follow it's theme in all areas as if it were only made to look the part of a subway station, but it plays great as well. It's somewhat mind-boggling that every forge piece, every structure, and every room on the map not only structurally and aesthetically follows the theme of the map perfectly, but also provides an optimum environment for fantastic gameplay quality as well. It's easy to tell that a lot of planning and precision went into designing the layout of this map for it to be able to look so much like it's theme, while still being optimized for a quality gameplay experience. When playing on Transit, it can seem like everything on the map is placed specifically to provide good player flow, lines of sight, and balance throughout the map. However while just looking at transit, it looks as if it was designed purely for aesthetics. This is an extremely rare feat to accomplish and is a true testament to the forging abilities of DeathstarsOG. The only downer about this wondrous forge creation is that it currently only supports 3 game variants with a 4th allegedly in progress. The only game variants Transit currently supports are Team Slayer, 3 Plot, and Team Oddball, with Team King of the Hill apparently being currently tweaked. While it is somewhat saddening that you can't play a variety of game variants on Transit, it's also a testament to how much time was spent tweaking the game variants that it does support to near perfection. The simple reason that Transit currently doesn't support many gametypes is likely attributed to the fact that all of the gametypes it does support have been thoroughly tested and tweaked to provide the best playing experience on them as possible.
Overall, Transit really doesn't disappoint whatsoever. All of the time and effort put into it assures that it not only follows it's theme better then most maps could even hope to, but that it also provides a great playing experience time and time again. But don't just take my word for it, be sure to download it and see for yourself what makes Transit so great. Enjoy the pictures.
Pictures
http://i54.tinypic.com/sziszb.jpg
http://i53.tinypic.com/2q2hn5j.jpg
http://i53.tinypic.com/ejsf48.jpg
http://i52.tinypic.com/11smir5.jpg
In Closing...
Here's the download link to the map again:
Download Transit (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=9908905&player=DeathstarsOG)
Thank you for reading, that concludes this weeks feature. Don't forget to nominate (http://www.xforgery.com/forum/showthread.php?t=1000) and vote (http://www.xforgery.com/forum/showthread.php?t=2000) for your favorite maps to keep this process going. Oh, and if you have any suggestions about how we can improve these threads, post them here (http://www.xforgery.com/forum/showthread.php?t=4532).
Oh, and DeathstarsOG, I misspelled your name in the banner and am too lazy to fix it. I got it right everywhere else, hope you don't mind. ;]
Cerity Insighed
12-04-2010, 12:39 PM
I'll be proud to copy and paste this:
Enjoyment:
Enjoyment can be judged on a few different levels, depending on the players and the knowledge of the map which those players have. So I think I'll break it down:
Beginners
Going in to the map for the first time is actually quite exhilerating. As a newcomer, myself and others were able to navigate the map easily, and the unique aesthetic features really left most of us awestruck. No area was too powerful, nor was one too weak, and being cornered was never an issue. Spawns especially allowed players to get back into the action as quickly as possible, while not being too vulnerable.
Intermediate Players
When playing with a group of somewhat experienced players for this map, it only got better. The Rocket rush is always intense, making for some epic and hilarious situations revolving around the train. This is also the stage in which the small bits of cover on the main floor around the train made a big difference, along with the additional minor weapons found on the map (Non MLG version). Not a single weapon went unused, and the balance was beautiful.
Advanced Players
Here's where the issue arises. When playing with any group of more advanced players, especially those who had previously played the map multiple times, gameplay became very stale. The layout is very simplistic, and the only interesting area in terms of movement was the lift by the grenade launcher, which created some hilarious moments from time to time. However, the movement became very repetitive very quickly, even in an intense 4v4 with MLG settings.
So, in summary, the map is very enjoyable for beginners and intermediate players, but gameplay becomes stale and repetitive after multiple test sessions with advanced players.
Enjoyment Score: 7/10
Balance:
I was actually very impressed with the balance of the map. As playtesting continued, myself and others actually found that really unsuspecting places, like the top of the train, could actually be very useful and controllable. And despite the large vertical seperation of Green room compared to the main atrium, flow never revolved around that area, or any others, as a specific control point. What is even more intruiging, is the nearly-symmetrical layout, but asymmetric appearance, which makes team games a blast, especially in 4v4s. The weapons also really counteracted one-another, along with each power weapon's spawn. The rocket launcher spawn is quite possibly the best example of risk vs reward I've seen in a long time, and obtaining the rockets while surviving was an incredibly difficult task. The grenade launcher, though, seemed to be a bit powerful considering its fast spawn time. However, it was no major issue, and it hardly interrupted the balance of the game.
Balance Score: 9/10
Durability:
You've always been notorious for your incredible spawns, Deathstars. It's really hard to say when a spawn system is "Incredible" though, since it's usually such a black and white situation. They either work, or they don't, right? Right?! Wrong. With this map as an example, you show how spawns are done properly on such a small, simple layout. Not only that, but the spawns along with the design also promoted conflict in specific areas, like across the main atrium or across green room, so that battles didn't occur too often by the grenade launcher spawn or other areas of the sort. I was a tad confused with the very asymmetric assortment of them, but hey, they worked! They worked to perfection. In addition, the lift never failed, there were no bumps, everything was forged very cleanly. Fantastic job in this respect.
Durability Score: 10/10
Aesthetics:
Oh boy oh my. From the well-structured train, to the epic TV screens, from the benches to the caved-in tunnels, this map has maintained a solid theme better than any other I've ever seen. Everything makes perfect sense, hell, even the lift could be considered a ladder. Each area was well-colored, making for great callouts, and the massive TV screens really helped to differentiate each side very quickly and easily. In addition, you also payed a lot of attention towards making the floor and ceiling interesting as well, while having it remain smooth. Simply stunning.
Aesthetics Score: 10/10
Originality:
Originality is a very loose term, and I personally like to judge it on a couple different criteria. The ideology, and the layout.
The map is certainly unique in respect of its theme, and the execution of the theme. Forgers often use the same aesthetic multiple times in different variations to create theme in a map, but you took it a step further. First, you wanted to make a train station, something that would be familiar. Next, you ingeniously created an assortment of different aesthetics that, although different, still follow the universal theme. This also created a fantastic variety of visuals, making a nearly-symmetric map feel very asymmetric, with each area having its own attitude. In this respect, you deserve some sort of prize for your valiant efforts.
(10/10)
However, there is an issue. Layout, which is the most difficult thing to invent, and then balancing this invention, even more difficult. Is Transit balanced? Yes, absolutely. However, let's look at why. The map is essentially two rooms, two side hallways, and one middle hallway with a lift. After that, small intricate things were added to spice up the dullness of the design, such as a train and the other asymmetric differences. But it's still just two rooms and three halls. Simplicity certainly isn't a bad thing, but because of it, gameplay becomes stale, and the map becomes lost in a chasm of other maps with similar designs.
(2/10)
Originality Score: 6/10.
Total:
8.4/10
After all is said and done, Transit is a fantastic map, it really is. Though it may get stale when played excessively, who wants to play a map that much anyways? Great job, Deathstars, I'm looking forward to your future works.
Zackj191
12-04-2010, 12:41 PM
So, I can't say this map isn't awesome, but I don't feel as though it deserved a feature.. :/ Good job however!
DeathstarsOG
12-04-2010, 01:21 PM
So, I can't say this map isn't awesome, but I don't feel as though it deserved a feature.. :/ Good job however!
Agreed. This map sucks. Why did everyone vote for it?
On a serious note, thanks for the feature! @Rorak, thanks for the in depth review. It's very rare to see people spend that much time and effort responding to a map. Anyways, enjoy the map guys.
Alzarahn
12-04-2010, 01:37 PM
I have not had a chance to play his yet but it looks awesome. Nice job on the feature, bud.
AceOfSpades
12-04-2010, 02:39 PM
So, I can say this map is awesome, and I do feel as though it deserved a feature.. :) Great job Deathstars!
That's exactly what my post would've looked like.
I had a gut feeling this would be featured the moment it was posted here. A quality map like transit will always be noticed by the community, and they have indeed responded in kind (except Zack, but he doesn't count. :P).
Congrats Deathstars on the feature, you deserve it.
Zackj191
12-04-2010, 07:25 PM
Am I not allowed to share my opinion? I feel as though this map deserved the feature over TSOA. TSOA is exciting, fun and innovative. This map is normal, boring, and a plain slayer map. "Oh lets make a train!" Every heard of End of the Line (http://www.forgehub.com/forum/featured-maps/7751-end-line.html)? Tada! A train. Now, is this map is innovative and original? Nope.
"Thinking outside of the SkyBox." Not this map...
MultiLockOn
12-04-2010, 08:13 PM
Am I not allowed to share my opinion? I feel as though this map deserved the feature over TSOA. TSOA is exciting, fun and innovative. This map is normal, boring, and a plain slayer map. "Oh lets make a train!" Every heard of End of the Line (http://www.forgehub.com/forum/featured-maps/7751-end-line.html)? Tada! A train. Now, is this map is innovative and original? Nope.
"Thinking outside of the SkyBox." Not this map...
You can't really accuse him of being unoriginal for using an idea that was prior used in a mapfeatured in April 15th 2008. On a basic review scale:
Does it look good, does it play good, are the spawns good, and is it creative. The answer to all four of those is yes; obviously the map is only a circle, so it won't be remarkable and as Kuroda put it, yeah it does get stale. But up against some of the other maps we've seen on this site since the Bungie front page it's more than feature worthy.
The only quirk I can find is the layout to be frank, that's probably the top factor that plays into the repetition that tags along with the map. Regardless congrats on the Feature Deathstar. It's nice to see you step out of your comfort zone and build something other than MLG maps :D
AceOfSpades
12-04-2010, 10:04 PM
Am I not allowed to share my opinion? I feel as though this map deserved the feature over TSOA. TSOA is exciting, fun and innovative. This map is normal, boring, and a plain slayer map. "Oh lets make a train!" Every heard of End of the Line (http://www.forgehub.com/forum/featured-maps/7751-end-line.html)? Tada! A train. Now, is this map is innovative and original? Nope.
"Thinking outside of the SkyBox." Not this map...
I wasn't insulting your opinion or anything. I just feel the complete opposite that you do.
Am I not allowed to share my opinion? I feel as though this map deserved the feature over TSOA. TSOA is exciting, fun and innovative. This map is normal, boring, and a plain slayer map. "Oh lets make a train!" Every heard of End of the Line (http://www.forgehub.com/forum/featured-maps/7751-end-line.html)? Tada! A train. Now, is this map is innovative and original? Nope.
"Thinking outside of the SkyBox." Not this map...
I appreciate your support of the sweet outdoor adventure and respect your opinion of transit, but as the creator of TSOA, even I believe this was the best map out of the five this week. Yes, there's maps with trains, but this is the only forge map in which I believe the entire subway/train theme was brilliantly captured. It's more than just a train map in my eyes, it's the complete competitive package.
You know a map is good when it stirs up controversy. All the more reason for it to be featured!
Alzarahn
12-06-2010, 01:45 AM
I personally don't see the problem with "originality and innovation". Do you like Family Guy? Maybe Southpark? Half the plots there have been done by the Simpsons. Before that, countless other sitcoms and family shows.
Really, try to come up with an original idea that has never been done before. It's literally impossible.
That's why I'm not ashamed of my newest submission, Sphere. It's essentially the same thing as Insphere, only a bit bigger. I came up with the idea on my own, long before I joined XForgery, but lo and behold, great minds(I brag) think alike. My map may not seem original, but no matter what you come up with someone, somewhere, has had the same idea as you.
The main reason Transit was featured was because it made an impression on people with it's balanced gameplay and great appearance. Even if it's theme isn't original, it was executed superbly.
I personally don't see the problem with "originality and innovation". Do you like Family Guy? Maybe Southpark? Half the plots there have been done by the Simpsons. Before that, countless other sitcoms and family shows.
Really, try to come up with an original idea that has never been done before. It's literally impossible.
That's why I'm not ashamed of my newest submission, Sphere. It's essentially the same thing as Insphere, only a bit bigger. I came up with the idea on my own, long before I joined XForgery, but lo and behold, great minds(I brag) think alike. My map may not seem original, but no matter what you come up with someone, somewhere, has had the same idea as you.
The main reason Transit was featured was because it made an impression on people with it's balanced gameplay and great appearance. Even if it's theme isn't original, it was executed superbly.
QFT
I played this map. I definitely knew the train wasn't an original idea or anything, but it played very smooth. The creator should be proud of it. His map really does deserve it.
BTW, its much more like this map (http://www.forgehub.com/forum/competitive-maps/40697-submission.html) then the one Zack linked (As soon as I played Transit, I remembered this map). Transit has a very similar layout, and they are both GREAT maps.
DeathstarsOG
12-06-2010, 04:07 AM
To clear something up here, this Train map doesn't resemble any of the Train maps you guys have linked. Just because there is a Train on it doesn't mean it's lost all originallity. The layout was completely inspired by Rat Race in Halo CE and thats it. I drew my visual inspiration from images of real life places on Google, and used my own ideas to make the two goals work together. Once again, thanks for the feature.
Deleted several posts as this is starting to get out of hand. If you like the map, that's okay. If you don't like the map, that's okay too. What's not okay is turning this thread into a pointless spam or flamefest.
Play nice people. This is your only warning.
vBulletin® v3.8.1, Copyright ©2000-2012, Jelsoft Enterprises Ltd.