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09-02-2008
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#21 (permalink)
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Junior Member
Join Date: Aug 2008
Location: Missouri
Posts: 82
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Quote:
Originally Posted by JEEF
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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To make the bases more equal, I made it harder to get into the attacker's base. Maybe think about this before you comment: One base is huge, sniper base, a BR platform, a second BR platform, camping slots. The other base is a 2 geo merged double walls and 2 single walls. Maybe base 2 should be harder to get into, considering it has nothing. I don't know, I thought people would pick this up easier though. By the way, those two bases are the bases in Mechanar, if that wasn't picked up either. No offense meant JEEF, just please either test, read the description, or AT LEAST look at the pictures before you comment.
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09-02-2008
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#22 (permalink)
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Member
Join Date: Jun 2008
Location: Yes.
Posts: 140
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This map is amazing.
I usually don't like "open" maps, but this one is godly.
Gameplay: 9/10
I have played this twice now, and I'll tell you. It flows like a river, and has caused me to die many times from being destracted by the awe-inspiring construction (it happens even more to my friends).
Layout: 8/10
Nothing to say other than it works wonders. A little bit more cover would be nice in certain areas, but it still works better than most of my maps (It's hard to get a good layout with the style I use in forge).
Asthetics: 10/10
When I see Geo-merging like this, I get lock-jaw from my jaw dropping.
I myself hate to geo-merge, and am not very good with what merging i do, so I REALLY appreciate good Geo-Merging. (Will you geo merge for me? Pweeeeze?)
Interlocking is smooth, nearly flawless, and attractive (as sexy as walls and boxes can get at least....)
OVERALL: 10/10
I hardly ever say ten out of ten. It takes a sh*tload of work to even get me to download! I myself See this virtual dreamland being featured. I can almost put money on that!
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09-02-2008
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#23 (permalink)
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Junior Member
Join Date: Aug 2008
Posts: 35
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Wow, this map looks amazing from what I can see so far. The interlocking looks fantabulous and the whole layout of the map is pretty impressive. You've got my DL
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09-02-2008
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#24 (permalink)
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Junior Member
Join Date: Jul 2008
Location: Planet Reach
Posts: 49
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I had a great time testing the map (even though it was only two games because i had to go). The map is just beautiful, and the interlocking is the cleanest i've seen in most the maps i downloaded. Not much to add, the triangle is beautiful, and the weapons are evened out great, which explained the great game play we had. Also, I dont know anybody dedicated so much to their map that they would spend 200 hours on it. But thats why it turned out so great. 5/5. I downloaded it two seconds after you sent it to me on live. Pretty much flawless
Last edited by zeusthegoose365; 09-03-2008 at 04:34 PM.
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09-03-2008
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#25 (permalink)
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Senior Member
Join Date: Jun 2008
Location: Texas
Posts: 842
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beautiful, just beautiful. im a BIG fan of INSANE geomerging, and what you have hear is just that. the layout looks decent, although a few structures might have beeen seen before, like the star boxes, and the fence walls, as well as the bridges, but if it works, i say your fine using it. however, originality is a new featured maps standard. this has a nice look to it, and i especially like the sniper bridge(yes i know JEEF showed you it, he showed it to me too, and it is sweet).but ill definetly check this one out, and report back when ive played on it a few times. on my newer map, im making it with the purpose of insane geomering in mind, and plunging headfirst into dificult merges, so i guess i have myself and arch enemy here. >:D muahahah!!!! nice map, and good luck on your next.....your gonna need it to beat what ive got in store! muahahaha *caugh* oh, but cearialz, nice work here man
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09-03-2008
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#26 (permalink)
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Member
Join Date: Jul 2008
Location: Stealin lolrusse's bucket
Posts: 181
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Wow a very nicely forged map yet again Bl00D it looks great do you think i could have a playtest of it with ya? If i can send me a friend request over live. Thanks!
My GT is II AceMasta II
Quote:
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Originally Posted by Myself
When all else fails... Drop tha hamma!!
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My maps worth a look at:
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09-03-2008
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#27 (permalink)
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Team Killer
Join Date: Jan 2008
Location: Ontario,Canada Youtube: Airsoftxx
Posts: 1,795
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Quote:
Originally Posted by II AceMasta II
Wow a very nicely forged map yet again Bl00D it looks great do you think i could have a playtest of it with ya? If i can send me a friend request over live. Thanks!
My GT is II AceMasta II
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Um TNF did more than me, Make sure to tell him too. Like Yeah :P Don't get the rong impression.
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09-03-2008
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#28 (permalink)
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The Last Pretty Princess
Join Date: Dec 2007
Location: Zanzibar
Posts: 1,821
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Super sexy map, this is getting a whole lotta hits over in our super secret boards of Forge Hub. Great job with the map. Love it lots...
Give a man a fish and he will eat for a day; teach a man to fish and he will eat for a lifetime; give a man religion and he will die praying for a fish.
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09-03-2008
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#29 (permalink)
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Stealer of trees
Join Date: Mar 2008
Location: Corona,California
Posts: 1,053
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looks like a great map and i played this with B100D F1R3 the other day and it was a blast. Great map the interlocking looks good and i love what you did with that double decker wall in the corner.
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09-03-2008
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#30 (permalink)
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Carbonated Madness
Join Date: May 2008
Location: Trapped in Cabinets
Posts: 2,786
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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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