I think that is quite possibly the most detailed review of a map's pictures that I've ever seen. Sorry you don't have an xbox at the moment, but I demand that you come back and give me a review based on a forgethrough or gameplay once you get it back, lol.
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Originally Posted by Kon Artist
hey there, played around on it a little last night. so here goes--
first off the map is great, has a great feel and some very cool looking features. Namely the stairs for jump ups, the wall ramps b/t the bridges and the teeth. As a competitive 1v1 or 2v2 there are some things that I would change. Mostly just simplifying things, to increases strafing room throughout the map. this is in response to your post at MLGpro and the MLG version. TTYL -kon
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Thanks for your criticisms, Kon. I greatly appreciate you taking the time to look through it. Hopefully you can get some games going, as I'd love to hear what you think about the gameplay as well. I'll go ahead and address some of your critiques:
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Originally Posted by Kon Artist
1. "A" and "B" bases-simplify the area. Remove the barriers and move the Signs inward.
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It
is a little cramped in the bases, I'll grant you. One of the reasons for the column was to make a flag cap/bomb plant a little more difficult. I may mess around with the MLG version and free up some extra money to address some concerns about the openness of the halls.
Quote:
Originally Posted by Kon Artist
2. Remove the box bottom center
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Aw, really? I actually like the fact that it breaks up the map in the center. It seems like it would be pretty easy to carry the flag straight up the middle if something weren't there.
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Originally Posted by Kon Artist
3. Lower the whole top center to be even with second level. This will help solve most of your spawning issues. The center is to high and can over see most spawn points. I recommend lowing the center and moving the bridges from ground floor to the second level sides.
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I'm going to respectfully disagree with you here. If I brought the top to the level of the outer ring, it would just be too easy to shoot across the map and make the spawn system not work as well as it has been. It would also completely eliminate all of the room to maneuver that's currently under the central structure, and would really cut down on the use of the floor.
Quote:
Originally Posted by Kon Artist
4. Block off 2 sides of bottom center, leaving the open side facing "A" and "B".
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This kind of goes back to my response to your second point, and I'd say again that it would seem to make the run from the bases to be too easy. The concept of what you're suggesting is a sound one and one that I've seen in many great MLG maps, but I feel like it doesn't fit here and would reduce the overall scale of this map.
Quote:
Originally Posted by Kon Artist
5. Move the teeth to the edge of the box, to provide more strafing room.
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You're the second great forger who's opinion I respect to bring this up, so I think I'll work on this along with un-cramping the bases.
Quote:
Originally Posted by Kon Artist
6. Spawns-- in very small maps, over laping spawning area seems to help. You might want to try one large spawning area. That I can't comment on in detail, b/c we were mainly looking at the map it self
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I'm actually very pleased with how the spawns have been working, even in 3v3 situations. There are some heavy weighting on the spawns in the bases and under the bridges, but in all the films I've studied I haven't seen a really bad spawn or one where a freshly spawned player hasn't been able to victoriously fight himself out of his location. The setup of the respawn areas look pretty basic, but they do work as well as I could have hoped for so few spawn points. I am completely obsessed with spawns and how they work in game, so if you or anyone else come across some iffy ones when you're playing please let me see the film.
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Originally Posted by Sage
Squid this is orgasmic. The forging is impeccable. i love the fact that it is pretty much proportional and that it is made for matchmaking which is a plus in my book which means you did this without the money glitch
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Thanks man, I really appreciate the praise. I quoted you because you brought up a point that I failed to mention in the original post. You are correct, the map is
NOT budget-glitched, and I'm pretty proud of that. So proud that I failed to mention it in the first place, lol.