Review Based of Forgethrough is spam?
Posted 08-27-2008 at 05:49 PM by evan12075
well, recently... I've been wanting most of my posts here at forge hub to have a lot of meaning behind them and especially in the maps section, to be helpful. since I am currently busy with school just starting up along with hockey camp and dry land conditioning... i have currently been to busy to play a bunch of halo maps every day. so usually i download a map, comment saying what i like based off the pics so far and such, do a deep and complex forgethrough of the map, comeback with a large review (3 paragraphs at the least) based on the forge through and my knowledge of forge and halo gameplay that i consider to be above average and good enough to help others. Then I tell the author in my post that the review does not have as much significance since it is based off of a forge through rather than gameplay. I currently have a list of maps i need to play so i can review them, but like i said, i dont have much time, so i probably get about 1-3 maps tested a week. then i comeback with feedback from the gameplay. in my reviews and feedbacks i always have an explanation for why i thought this or that was good or bad, and try to have a suggestion to fix it.
Well now that i have told you my basic commenting schedule here at forge hub... let me tell you all of a personal experience I just had.
Many of you may or may not know fellow forge hub member GD27BlueDevil and his map Code Impulse and how he has just released a new version. I gave him my honest opinion and feedback in my post after doing a forge through, and i tried to make it clear that the post wasnt very significant due to the fact it was only based off a forgethrough rather than gameplay, and i also tried to tell him to not take any offense from the post.
this is what i had posted...
Seems pretty elaborate to me, and i think i made my points clear about not taking any offense to it and that the relevance of the post was not so great.
well this is the response i got back from our fellow forge hub member GD27BlueDevil
Now, this is where i come to my Main/Big question... why would he consider my long review spam? would you consider my post spam? if so, why?
answering these questions would be greatly appreciated by me.
And GD27BlueDevil, this is not me trying to offend you at all, all i want is some opinions and answers so i know what i can do to best provide the forge hub members and help them in the best way i possibly can.
thanks.
Well now that i have told you my basic commenting schedule here at forge hub... let me tell you all of a personal experience I just had.
Many of you may or may not know fellow forge hub member GD27BlueDevil and his map Code Impulse and how he has just released a new version. I gave him my honest opinion and feedback in my post after doing a forge through, and i tried to make it clear that the post wasnt very significant due to the fact it was only based off a forgethrough rather than gameplay, and i also tried to tell him to not take any offense from the post.
this is what i had posted...
Quote:
Im sorry, but im gonna be completely honest with what i think about your new version. try not to take any offense from what i say.
But I think you completely dismantled this map and made it even worse. deleting the shotgun was a biggy for me actually. it made the map COMPLETELY unbalanced and flawed. The defenders spawn with a beam rifle while the attackers spawn with nothing. not to mention that only one power weapon will provide boring gameplay...
oh and before i go further let me mention that i have not yet played, but this is based off a forge through, so the significance of this post is not as great as it would be if i had played it yet... but dont worry, i'll get around to playing it soon. i have a couple maps on my que of testing.
anyway, back on topic. i absoulutely hated the removal of the shotgun cus of the unbalanced issue and it takes away from the fun factor. with one power weapon gameplay is going to become very repetitive since there will be hardly any variables of gameplay. (I hope you know what i mean there)
Another thing i hated... The removal of the top shield door in the defenders building. i actually thought that was a very well placed shield door and you made really good use of it there. with the shield door there the top level was uncampable, and that top level has a good sight over the whole level really. by removing that shield door, the defenders are easily able to BR down or Snipe down the attackers spawning in the open across the level. and when the shield door was there it actually gave a chance for the attackers to actually get the flag out of the building, and have some time to get it at least near their return point. if you removed any shield doors i think it would be best to delete that shield door with the merged single box near the attacker's spawn.
I took a look at your respawn areas, and i felt slightly disappointed. i liked that you infact DID use respawn areas in this version, but they weren't pulled off very well in my opinion. you only had one respawn area when the flag is at home for the defenders and one when the flag is away for the defenders. that means that no matter what, even if there's people around, the defenders WILL spawn in those areas whether or not theres people in there or not. personally i think you should've had a respawn area for each level in the defenders base rather then making the respawn area cover the whole building. that way the defenders will always spawn safe and the attackers will have a chance to get the flag if they've already entered the building. same goes for the respawn flag away areas... but ehh, now that i think of it, that area shouldn't be so bad because it seems like it's in an area out of the way of the path from the defender flag spawn to the attacker's base. but i did notice you had multiple respawn areas for the attackers, that was good.
but enough pestering you about the bad things. let me tell you the changes i liked =D. i liked the removal of the ghost, in my opinion, it served no purpose on such a small map. im also glad you removed the turrets. i understand they were there to defend from the ghost in the first version, but they didnt really work too well if the ghost wasnt very powerful... and if there was no ghost and there was turrets... they would completely own... so good job removing those. the elevator... it seems a lot more useful this time around. when you had to grab the switch at the top of the building to activate the elevator, it was pointless because you would already be at the top level to grab the flag... but now, from my understanding, it seems like the defenders have to lock it from above to make sure the attackers don't have that fast, easy route straight to the flag.
well that's pretty much it... and remember, the significance of this post really is isnt that great yet since this is only based off a forgethrough, but a deep forgethrough.
Like i said earlier, i have this on a list of maps i need to play so i can review them in depth. I'll be back with more significant feedback.
But I think you completely dismantled this map and made it even worse. deleting the shotgun was a biggy for me actually. it made the map COMPLETELY unbalanced and flawed. The defenders spawn with a beam rifle while the attackers spawn with nothing. not to mention that only one power weapon will provide boring gameplay...
oh and before i go further let me mention that i have not yet played, but this is based off a forge through, so the significance of this post is not as great as it would be if i had played it yet... but dont worry, i'll get around to playing it soon. i have a couple maps on my que of testing.
anyway, back on topic. i absoulutely hated the removal of the shotgun cus of the unbalanced issue and it takes away from the fun factor. with one power weapon gameplay is going to become very repetitive since there will be hardly any variables of gameplay. (I hope you know what i mean there)
Another thing i hated... The removal of the top shield door in the defenders building. i actually thought that was a very well placed shield door and you made really good use of it there. with the shield door there the top level was uncampable, and that top level has a good sight over the whole level really. by removing that shield door, the defenders are easily able to BR down or Snipe down the attackers spawning in the open across the level. and when the shield door was there it actually gave a chance for the attackers to actually get the flag out of the building, and have some time to get it at least near their return point. if you removed any shield doors i think it would be best to delete that shield door with the merged single box near the attacker's spawn.
I took a look at your respawn areas, and i felt slightly disappointed. i liked that you infact DID use respawn areas in this version, but they weren't pulled off very well in my opinion. you only had one respawn area when the flag is at home for the defenders and one when the flag is away for the defenders. that means that no matter what, even if there's people around, the defenders WILL spawn in those areas whether or not theres people in there or not. personally i think you should've had a respawn area for each level in the defenders base rather then making the respawn area cover the whole building. that way the defenders will always spawn safe and the attackers will have a chance to get the flag if they've already entered the building. same goes for the respawn flag away areas... but ehh, now that i think of it, that area shouldn't be so bad because it seems like it's in an area out of the way of the path from the defender flag spawn to the attacker's base. but i did notice you had multiple respawn areas for the attackers, that was good.
but enough pestering you about the bad things. let me tell you the changes i liked =D. i liked the removal of the ghost, in my opinion, it served no purpose on such a small map. im also glad you removed the turrets. i understand they were there to defend from the ghost in the first version, but they didnt really work too well if the ghost wasnt very powerful... and if there was no ghost and there was turrets... they would completely own... so good job removing those. the elevator... it seems a lot more useful this time around. when you had to grab the switch at the top of the building to activate the elevator, it was pointless because you would already be at the top level to grab the flag... but now, from my understanding, it seems like the defenders have to lock it from above to make sure the attackers don't have that fast, easy route straight to the flag.
well that's pretty much it... and remember, the significance of this post really is isnt that great yet since this is only based off a forgethrough, but a deep forgethrough.
Like i said earlier, i have this on a list of maps i need to play so i can review them in depth. I'll be back with more significant feedback.
well this is the response i got back from our fellow forge hub member GD27BlueDevil
Quote:
You know, why don't you freaken play it moron? I spent alot of time making the map. Bl00d F1r3 helped me with the weapon placement so why don't you think about playing it instead of blabbing on about what you 'think' is what the gameplay will be. Its made for 1 sided gametypes to idiot. This has been tested by lots of premiums and mods.
This is spam. Put down a map before you evan play it. Sorry for saying this but Whats wrong with you?
This is spam. Put down a map before you evan play it. Sorry for saying this but Whats wrong with you?
answering these questions would be greatly appreciated by me.
And GD27BlueDevil, this is not me trying to offend you at all, all i want is some opinions and answers so i know what i can do to best provide the forge hub members and help them in the best way i possibly can.
thanks.
Total Comments 31
Comments
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Um, he's angry cus you gave your opinion on the map.
I never do forgethroughs, but please stop making blogs about the stupid crap that happens here. This isn't directed only at you. |
Posted 08-27-2008 at 09:03 PM by !nikheizen
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ok so im not allowed to ask a question? your real nice man... i expect more from forge hub members.
this is exactly the reason why im starting to lose more and more respect for forge hub everyday. it used to be about everybody helping each other out, so everybody could get better at forging while you could share your maps with others. now it's becoming a place spammed with spammers, selfish people, and people who only come here to get downloads for their maps... you know? i could do a whole other blog on this topic... this is why i prefer smalelr communities... they're more helpful. |
Posted 08-27-2008 at 09:54 PM by evan12075
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go ahead, mate i answered your question
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Posted 08-27-2008 at 10:02 PM by !nikheizen
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Meh. Most of the time, people expect that when their map is reviewed, it's not going to be off of a first-glance basis. A lot of the higher-ups and other members heavily frown on this, because most of the time it's necessary to view the map not from how it looks, but how it plays.
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Posted 08-28-2008 at 02:36 AM by Nemihara
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Also, Gurbo answered you. You realize that, right?
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Posted 08-28-2008 at 02:37 AM by Nemihara
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omgblogdblpost noooo
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Posted 08-28-2008 at 05:59 AM by !nikheizen
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Your post was long enough to be a good considered post, but it wasn't really a great review - You shouldn't really make posts about balance if you haven't played the map.
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Posted 08-28-2008 at 06:12 AM by The Storm 59
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the way he reacted was over the top, and it is fair to comment on a map before playing (as long as you have downloaded and looked at it) but base your comments off previous experiences or use examples that the creator might know, that way it may make it easier for them to relate/understand the comment. you did nothing wrong, and I understand how you're losing faith in FH, that's why I rarely post in map threads any more, the slightest negative comment gets you flamed.
screw it I'm going to go on a posting spree... |
Posted 08-28-2008 at 06:16 AM by Iv0rY Snak3
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I agree with Ivory. That guy overreacted and there was no reason for him to act like a jackass like that.
I personally don't think there's anything wrong with reviewing a map based off of a forgethrough, as long as you know what you're talking about, but sometimes it's necessary to play the game first - especially if you have a negative impression of the map from a forgethrough. An example being the recently featured Yukon Canyon. It's not a very impressive map to look at in a forgethrough, but when you play it - it's amazing. I know you were just trying to help out, but next time if you don't want to get flamed you should focus more on positives. Yes, this may be a little kiss-assy, and not help them out much... but too many people can't take criticism. Btw.. ever hear of GoO? You might like it. |
Posted 08-28-2008 at 11:51 AM by NeverlessWonder
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Tricky there Neverless.
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Posted 08-28-2008 at 03:12 PM by !nikheizen
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I'm just sayin - He's getting flamed for trying to help out, and he's saying that he likes small communities better. What's wrong with pointing him towards GoO?
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Posted 08-28-2008 at 03:40 PM by NeverlessWonder
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Nothing.
I imagined different connotation with the sentence structure, and punctuation, but I have to remember not to do that. |
Posted 08-28-2008 at 03:45 PM by !nikheizen
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you do know that he is just one of those random spammers right? He tried to give neg rep to you but gave pos? lololol
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Posted 08-28-2008 at 06:32 PM by xRedNormandyx
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ok, well i think my question has been answered well now.
just to clear some things up: one, i know gerbil answered my question nemi... nowhere did i state that he didnt. although it hardly was an answer. second, i've said it millions of times before, i'll say it again, the significance/relevance of the review isnt so great due to the fact that i never played the map.. i try to point this out as often as i can. by saying it im trying to imply that any of the stuff im saying can indeed be wrong since the review is mer ely based off my knowledge of forge and halo 3, which i consider to be above average and good enough to write a review. And i think im going to have to agree with you neverless... your post is VERY true. although i dont really care if a map looks bad. i've never really judged off that kind of stuff unless it's it's really sloppy interlocks and really messed up geomerges. i took a look at yukon canyon my self and i cant see anything that would be wrong with gameplay at all really. it doesnt seem to have any balance flaws at all, and the respawn system looks all well... ok well im venturing into a whole different topic. I'll look into GoO. I've heard of it quite a lot, but I havent found myself checking the forums out there. but it sounds like it would be a good change from forge hub. thanks for the referral. and thanks to those who answered my question. |
Posted 08-28-2008 at 06:34 PM by evan12075
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He did overreact, much like you overreacted to !nikheizen.
He wasn't ready for the negative criticism. And don't judge a community by a few bad apples, not that anyone here is a bad apple. And nemi once again saves the day in the blog section :D |
Posted 08-29-2008 at 12:27 AM by Klink258
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ok, let me again, clear some more things up. i did not mean to over react to geribil/ !nikheizen at all. just the fact that I found it offensive for him to respond to my question with "stop posting stupid crap that happens here in the blog section" ... honestly i think there could've been better word choice there. and im not so much trying to "judge" forge hub... just that I'm being disappointed by A LOT of things with in forge hub that just get me less interested and more disappointed with forge hub every day... yes, i will admit that it's not everybody, there's a lot of people out there who are using the forums in the correct way, and i respect those members... but the things im disappointed, like i said before, could go into a whole other blog.
But before i post a blog next time... let me ask, would it be necessary to post my thoughts of these disappointments/ rants in blog form? or should it rather be posted in one of the forum sections? dont want to make anyone angry here again with posting something they didnt want here in the blog section. |
Posted 08-29-2008 at 12:43 AM by evan12075
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Unfortunately, if I didn't tell you I thought it was stupid crap, I would be lying.
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Posted 08-29-2008 at 01:53 AM by !nikheizen
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No, this is good blog material if you want a discussion. If you just want to ask for an opinion if it is or is not spam, then a forum post would be good.
And it's not really stupid crap, nik. |
Posted 08-29-2008 at 11:51 AM by Klink258
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perhaps not saying anything at all would've been better !nikheizen... you remember the bambi rule im sure?
"if you cant say anything nice..." |
Posted 08-29-2008 at 11:56 AM by evan12075
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That's really an idealist concept, that only works in an ideal world.
Since that is impossible, my conclusion would have to be: Fuck Bambi. |
Posted 08-29-2008 at 12:40 PM by !nikheizen
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