Thread: The Mechanar
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Old 09-03-2008   #30 (permalink)
Pegasi Delta
Carbonated Madness
 
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Join Date: May 2008
Gamertag: iGotUrPegasi
Location: Trapped in Cabinets
Posts: 2,787
Me and I SeNTiNeL I (dude, your name is way too much effort to type) had a thorough forgethrough and semi-serious 1v1 run around on this map, and I can only echo his sentiments of, frankly, awe at what you have done here. As a map, it just feels and looks amazing, plus fluidity of movement and general running-and-jumping-around were a real joy. It feels big yet small at the same time because the structures are imposing and separate the map nicely yet you can move from anywhere, to anywhere with relative ease and variation.

I actually disagreed with I SeNTiNeL I about the flatter area with the starbox-bridge structure. Whilst I did feel that it lacked the imposing, vertical feel of other areas, I kinda liked the visual style you'd achieved there. I know the starboxes have been done before, but I felt that your implementation was the most subtly attractive and seamless use of the idea to date. I really liked how that area played as well, it may have been lower but the objects were perfectly placed for pushes or just hanging around, the open single box being a great example of how much a single, well placed object can compliment an area massively. I did feel that it would have been the perfect place for one or 2 stickies though, as I often found myself hiding or passing through there in desperate need of a blue-ball.
I too loved the sniper tower, both for form and function, and was really surprised to hear that it was designed by another guy. It fits perfectly into the map and could easily have been designed for it. But hats off to JEEF, its something to behold and plays beautifully as well.

Both of us did have the same doubts about weapon placements and their effect on initial pushes though, and I echoed his concerns about the spare clip on the shotgun. I think the power weapon placements seem natural and would work well past the initial stages of the game, but the sniper's potential dominance on initial spawn was a concern, despite the reduced ammo. This is just an idea in principle, and I'm not happy with many of the side effects myself, but I'd be interested to hear your reactions: What about moving the OV to where the sniper is, the shotgun to where the OV is and the sniper to where the shotgun is? Balance issues might ensue, I know, but I'm just musing here really.

But frankly, none of this really detracts from how much I love this map, it just feels complete, not made by any human, and overall right. Serious props to both of you, this is in instant favourite of mine that I can't see myself losing interest in for a very long time.
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