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Old 09-02-2008   #11 (permalink)
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This is a very nicely made map. The interlocking and geomerging is beautiful, I really like the walls where the flag is. The sniper spawn is also very cool. The lights from the teles are a nice touch. The layout is unique and is executed nicely. That map has some great features and almost no open spaces. I like the map, the only thing is the black font on the new skin is kind of hard to read. Nicely made map though, good job.

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Old 09-02-2008   #12 (permalink)
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The Mechanar by TNF and Bl00D F1R3

The map is beautiful to look at. It is in no way conventional with a variety of different structures that whilst being so different seem to complement each other asethetically. The interlocking and merging is also top notch so i am not gonig to even stop to talk about this. Its all excellent and thats all that needs to be said. You would be hard pushed to find any bumps at all, let alone bumps which would actually affect your aim in a game.

The gametypes recommended are slayer and one objective games. The reason for this it appears to be that defender start area is more substantial than the attacker start area. In games of CTF where both teams have flags then the advantage appears to lie with Red team.

Again in slayer games the advantage appears to lie with red team in having fast access to the sniper and a commanding position with which to watch the shotgun and prevent blue team grabbing it easily. Although the distance to the Overshield may be even the initial Power weapon grabs certainly appear to favour red team and it is up to blue team to therefore take the fight to red team. A co-ordinated blue team i am sure would be able to overcome this initial deficit by spreading out quickly to obtain the regenerator and superiority in the number of BR's.

The Mechanar offers long lines of sight in numerous places and with all the well placed cover and varying heights the map is both BR heaven and a map where the AR/Dual wield user can certainly stand up to the BR. So in this sense the map is well balanced towards using a variety of weapons dependant on circumstance rather than a BR fits all map.

On the subject of weapons i do have one small problem which is largely a personal thing. A Shotgun does not need a spare clip, especially when it is that close to the overshield. I feel that the Shotgun is a bit too much in its current setup and the spare clip should be removed to prevent close combat being dominated by it. Seems even more important to remove the shotguns spare clip when the Sniper Rifle has been taken down to 1 spare clip also.

The two "star" boxes connected by a bridge look awesome but i felt that area was the weakest of the whole map (to be honest its not even that weak i just think it could maybe be made better). When compared to the rest of the map it feels incredibley flat. There needs to be something above it, even if it only something minimal. An idea looking at what objects you have left might be to attempt some form of curved walkway between Shotgun box and the 3 box structure connected to Overshield platform. Just an idea though.

Overall an excellent map. Really beautiful to look at. The map has great form dispite its rather random appearance which is something to be highly credited for. Its very difficult to make abstract work in a competitive environment but you have made it work.

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Old 09-02-2008   #13 (permalink)
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Quote:
Originally Posted by squidhands View Post
I'm pretty disappointed in the apparent lack of interest in this map. I normally don't like to comment on anything without at least doing a forgethrough, but I feel this warrants a little more attention than it's getting.
Agreed. This map looks like it has wonderful gameplay potential, and after reading Sentinel's wonderful review you better believe I'm going to take a good look at it. It's reviews like his that needed to be seen here more on the forums. That includes me stepping up my game as well. Nice work again Blood and TNF, and I'm absolutely in love with the sniper bridge. Expect that to be copied many times in other maps.

I think this map would be getting more attention if it was posted by BloodFire, which is a sad fact, but at the same time is good because spammy comments are avoided.
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Old 09-02-2008   #14 (permalink)
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To the both of you. I am seeing more emphasis put on the "trademark" part of my post than I'd like to see. I dont mean that you copied anyone, i am saying that the use of more familiar and popular structures takes away from my attention to new and exciting things you've done, which are literally all over the map. im not saying theres a law that prohibits you from using some technique someone else has used.

Some things are literally required to be used by all. However, Other parts, in my own and single personal opinion, are better off not being used by every single person in the community. I'm never gonna win this debate, because its all based off of Opinion, and i dont have any real valid point to it. i was just stating that i would've rather have seen you continue making really unique structures and ideas, instead of filling the remainder of your wonderful map with ideas i already know from other popular maps. If you were to create something entirely new and groundbreaking, id have my hat off to both of you in praise.

That being said, the map is perfectly fine the way it is. It works well, and its all built to perfection. The weapons are perfectly placed and thought out, i have no complaints with your selection either. My only real advice is that you may need to work on your spawning system, its a little rough. Other than that, you guys built a magnificent map, and itll be on my box for many many months to come.

also, i think you'd get better reactions if you added some action shots/


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Old 09-02-2008   #15 (permalink)
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wow great interlocking... interesting ideas
ill dl
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Old 09-02-2008   #16 (permalink)
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Originally Posted by thesilencebroken View Post
To the both of you. I am seeing more emphasis put on the "trademark" part of my post than I'd like to see. I dont mean that you copied anyone, i am saying that the use of more familiar and popular structures takes away from my attention to new and exciting things you've done, which are literally all over the map. im not saying theres a law that prohibits you from using some technique someone else has used.

Some things are literally required to be used by all. However, Other parts, in my own and single personal opinion, are better off not being used by every single person in the community. I'm never gonna win this debate, because its all based off of Opinion, and i dont have any real valid point to it. i was just stating that i would've rather have seen you continue making really unique structures and ideas, instead of filling the remainder of your wonderful map with ideas i already know from other popular maps. If you were to create something entirely new and groundbreaking, id have my hat off to both of you in praise.

That being said, the map is perfectly fine the way it is. It works well, and its all built to perfection. The weapons are perfectly placed and thought out, i have no complaints with your selection either. My only real advice is that you may need to work on your spawning system, its a little rough. Other than that, you guys built a magnificent map, and itll be on my box for many many months to come.

also, i think you'd get better reactions if you added some action shots/
Don't worry I understand your point. and for a few other posters, maybe it's the screenshots I got that aren't attracting many posts. Sometimes it seems people go completely by the first screenshot, maybe it doesn't appeal to them. I spent a lot of time on the map, mainly because 95% + of the objects on the ground and wall, including the boundaries, are interlocked into the ground to make better looks and game play. And yes, the map is made for Attacker/ Defender games, yet it still was made with multi bomb/flag in mind, and works well with it. A main reason people might not be posting at the moment is that a lot of users could still be at school?
And blood, I edited the post so that JEEF gets a thankyou credit for the bridge idea, and he deserves it, even though he did cuss me out for not giving map building credit to him. Thanks everyone, I haven't seen ANY spam yet, and that's really good, keep it up good posters.

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Old 09-02-2008   #17 (permalink)
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So I had the oppurtunity to do a Forge through. I apologize that I did not get to play it, yet. Anyways I'll leave you with my thoughts until I do.

I love a lot of the geometry that has been put into the map, but I feel that it is geometry and not one whole level. Nevertheless it looks quite cool. Parts of the map seem disconected while others feel apart of the whole. I would like the map to feel as one and not seperate entities. Again I really loved a lot of the new ideas you've introduced. I also love the multilevel factor which should spice up gameplay.

The one thing I really did not like at all was the lack of ramps. There was only one ramp on the whole map that led from the bottom level on upwards. I don't mind jumping, but making succesful jumps a necesity in regular gameplay is bad for business so to speak. Also the blue flag base was sparse in comparison to the fortress of red base. Kinda like David and Goliath.

Vehicles? I noticed that they weren't in the budget glitch. Did you try them out?

I was able to exploit but not completely break the map. From brute shot a simple jump got me on top of the crane. The brute shot allowed me on top of sniper. Also the brute shot or grenade jump allows players to get on top of the cranny in the wall above red flag's spawn.

So if you get the chance, please put in ramps, they make the whole map more fluid.

The map is really cool, I enjoyed my forge through session thoroughly.
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Old 09-02-2008   #18 (permalink)
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Quote:
Originally Posted by rusty eagle View Post

1. I love a lot of the geometry that has been put into the map, but I feel that it is geometry and not one whole level. Nevertheless it looks quite cool.

2. The one thing I really did not like at all was the lack of ramps.

3. Vehicles? I noticed that they weren't in the budget glitch. Did you try them out?

4. I was able to exploit but not completely break the map. From brute shot a simple jump got me on top of the crane.
Alright, that post was smaller than most great posts but, still contained everything that I wanted in a post, good questions. I'll answer by their numbers.

1. I'm not sure about what you meant here. Maybe that the geometry adds cover, but not a second level to the map, which it does truly lack. If that's what you mean, I hit the item limit, which I guess could be considered an excuse, but adding a second level does help game play, but that wasn't my objective on this map.

2. Yes, true, one reason is because there is only one "true" base, mainly because when I made the map I had attackers/defender in mind. I added ramps in the attacker's BR tower, the sneak path to the defender's base, and the fencewall ramp to the oversheild walkway. But yes, I do understand what you're saying, more ramps would be nice for easier game play, if I had more items left :(. I just sometimes don't think about this type of stuff, I'm a no life on halo and jumping is NP for me :P.

3. I'm really glad you brought this one up rusty eagle, and yes, I had a full infinite budget glitch map, with every item. I tried a ghost in the map and it wasn't over powering, but it didn't really do anything in the game. It was hard to get around in and got jacked and stuck so constantly, that no one used it or got near it :P. But yeah, a ghost or mongoose would have worked.

4. Yeah, I added another box on top of the second tower so that you couldn't make it from the crane to there, but the crane single box is actually part of the map. I would have blocked it off more or raised the geo merging a little higher if I didn't want people on there.

Thanks for all the great questions, those are the kinds of posts that I really want, thanks Rusty Eagle. Hopefully this will help future posters. Most of these flaws are caused by, hitting the item limit, opinions, and misunderstandings, including my own :).

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Old 09-02-2008   #19 (permalink)
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Also, a big thanks to JEEF for helping give me some ideas for the map, including the sniper bridge idea, which will be added into his new map.
thank you this is all i wanted i just want it so people wont think i copied your map although 90% of the people didnt see that i get a lot of spamed posts saying i copied. i helped test one game but i hvent played on the newest version so i guess gamplay hasnt really changed but as rusty said the jumps are some times hard and can get frustrating. like when brett had the flag he couldnt jump up i would reccomend putting it on the singlebox in the ground
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Old 09-02-2008   #20 (permalink)
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It looks like a very solid map. Unlike you, I did the favor of actually reading the description, and I will DL.

In my critiques, I focus on the bad, because that is how a map is improved. Don't take it harshly. Ratings mean nothing: don't bother using them. Give specifics on how a map can be improved, and download the damn thing. I'm about done with seeing picture reviews.
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