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Old July 21st, 2008   #31 (permalink)
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this is vey good i have seen maps like this were it is an aestetic that you can play on but this is the best one i have seen the dragon ia amazing it looks really like one but the claw looks bigger than its face lol


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Old July 21st, 2008   #32 (permalink)
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Dang Felipe! The positive comments are rolling right in!

This map totally deserves them. I love how people are calling it "sloppy," when they don't even realize that it's purposefully so for the sake of art and asymmetry. Kids these days can't comprehend the term "Asymmetric!"

Whether you do the cow or the kangaroo next, I look forward to helping out! ;)
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Old July 21st, 2008   #33 (permalink)
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Oh yeah, good job with adding the gametypes!
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Old July 21st, 2008   #34 (permalink)
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Quote:
Originally Posted by Battleman36 View Post
Very sloppy. but i looks like a very fun map to play on. no dl for me,but this is very intersting. 4.5/5
I can assure you that Debo37 and I strained for months to keep this from being what you might call sloppy. Great attention has been paid to the slightest of details, just as much in the category of gameplay as in aesthetics. If at first the screenshots make it seem as though objects were simply thrown about, I understand on account of the sculpture-like geometry. Every object, however, has a distinct purpose. Believe me. When the object limit hit I was forced to keep only the bare essentials of scenary.

Last edited by Felipe dos; July 21st, 2008 at 14:07. Reason: oh. This is optional?
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Old July 21st, 2008   #35 (permalink)
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Originally Posted by Felipe dos View Post
I can assure you that Debo37 and I strained for months to keep this from being what you might call sloppy. Great attention has been paid to the slightest of details, just as much in the category of gameplay as in aesthetics. If at first the screenshots make it seem as though objects were simply thrown about, I understand on account of the sculpture-like geometry. Every object, however, has a distinct purpose. Believe me. When the object limit hit I was forced to keep only the bare essentials of scenary.
Yep. The man speaks the truth. Things that look "sloppy" really aren't; what might look to you like a poor interlock is actually a very smooth surface. Felipe and I made sure of playability first and foremost, and nothing on this map is done poorly.

We did try to break the object limit to add more scenery, but when Felipe did it became unbearably laggy, so we scrapped that plan and stuck with one that would cause gameplay to be the best it could be. This map is of the highest quality, and I'm sorry that you got the wrong impression of it.
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Old July 21st, 2008   #36 (permalink)
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Originally Posted by Debo37 View Post
Yep. The man speaks the truth. Things that look "sloppy" really aren't; what might look to you like a poor interlock is actually a very smooth surface. Felipe and I made sure of playability first and foremost, and nothing on this map is done poorly.

We did try to break the object limit to add more scenery, but when Felipe did it became unbearably laggy, so we scrapped that plan and stuck with one that would cause gameplay to be the best it could be. This map is of the highest quality, and I'm sorry that you got the wrong impression of it.
I myself no far a fact that nothing is sloppy or bumpy on the map from playtests. But bein at forgehub for awhile now debo, you should know that people judge based off pics... Everything in the map serves a purpose and nothing is too "random." I loved the forklifts scattered around for cover but can easily be countered by chuckin a grenade at the forklift. the map couldve been put in the aesthetic section... but it just plays too well too put it in the aesthetic section...

?
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Old July 22nd, 2008   #37 (permalink)
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Originally Posted by evan12075 View Post
I myself no far a fact that nothing is sloppy or bumpy on the map from playtests. But bein at forgehub for awhile now debo, you should know that people judge based off pics... Everything in the map serves a purpose and nothing is too "random." I loved the forklifts scattered around for cover but can easily be countered by chuckin a grenade at the forklift. the map couldve been put in the aesthetic section... but it just plays too well too put it in the aesthetic section...
I know that people judge based on pics. I just didn't know that said people can't actually look at the pics they judge a map by.

And yeah, I thought about telling Felipe to put it in the Aesthetic section, but settled on Competitive because it just plays so damn well. Ever since we fixed the spawn areas, no spawn killing has occurred whatsoever, and every objective game I've played hasn't revealed any map exploits. The only possible exploit is control of the Wall, but since there are no Respawn Points up there and the weapons spawn slowly, its power is effectively nerfed. Not to mention that the Double Walls interlocked as cover effectively reduce the amount of domination a good BR user has over the map.
I really like the fact that the map's geometry allows someone to play how they want though. That's what sold me on this map. For instance, if a player wants to engage in close quarters fights only, all they need to do is patrol the Dragon or the Shotgun base. If they like long range, they head for the Wall, and the rest of the map caters to mid-range combat (the bottom). I've just never seen a map that plays like that, as comparable maps like End of the Line, though still awesome beyond belief, usually focus on a certain combat range (mid- to long-range combat was EotL's focus).
Felipe really has a talent for structure-making, in addition to scenic sculpting.


Felipe, as an FYI... this is post #37. And I
have it.

Last edited by Debo37; July 24th, 2008 at 09:58.
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Old July 23rd, 2008   #38 (permalink)
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I'd like to thank Debo for these comments but let people know that I would still be a forging n00blet if it were'nt for him. There were so many times that I wanted to post this in the past and Debo would say that we needed to do more testing. I didn't believe him until a lot of those "oh my God, half of the map is still set not to place at start", or "did Muskrat01 hide another Splazer when I was showing this to him?" moments happened. I can guarantee that my rep would be in the far, far negative regions if it weren't for Debo because people would be getting mad about the respawn points underneath the floor.
... okay well it might not have been quite that bad but the overall message here is that with this map Debo37 was more helpful to me than a scooter is to a morbidly obese man in Wal*Mart.
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Old July 24th, 2008   #39 (permalink)
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Originally Posted by Felipe dos View Post
I'd like to thank Debo for these comments but let people know that I would still be a forging n00blet if it were'nt for him. There were so many times that I wanted to post this in the past and Debo would say that we needed to do more testing. I didn't believe him until a lot of those "oh my God, half of the map is still set not to place at start", or "did Muskrat01 hide another Splazer when I was showing this to him?" moments happened. I can guarantee that my rep would be in the far, far negative regions if it weren't for Debo because people would be getting mad about the respawn points underneath the floor.
... okay well it might not have been quite that bad but the overall message here is that with this map Debo37 was more helpful to me than a scooter is to a morbidly obese man in Wal*Mart.
You have no idea how fast that the last part of that went into my sig. :P

I'm just glad to have helped with such an awesome map! If you ever need my assistance again, ask me any other way than coming over to my house and banging on my door/ringing my doorbell like Tucker did one time. I still hate him for that.
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Old July 24th, 2008   #40 (permalink)
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Simply amazing I loved the story to the map and was very impressed with it being your first map. Keep on making great maps!

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