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Old 10-15-2008   #21 (permalink)
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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.

1. "A" and "B" bases-simplify the area. Remove the barriers and move the Signs inward.

2. Remove the box bottom center

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.

4. Block off 2 sides of bottom center, leaving the open side facing "A" and "B".

5. Move the teeth to the edge of the box, to provide more strafing room.

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

this is in reponse to your post at MLGpro and the MLG version. TTYL -kon
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Old 10-15-2008   #22 (permalink)
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Squid this is orgasmic. The forgin is impecable. 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 moneyglitch


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Old 10-15-2008   #23 (permalink)
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Wow squidhands, very good job on the map. I am sorry I can not download the map and do a forge through but my xbox is broken so I will have to do my review off of the pictures and description.

Aesthetics: This is a very aesthetically pleasing map. There are many creative structures that are functional but are highly aesthetic as well. The one that I noticed the most was the "teeth" that consist of walls interlocked into the double box floor. They add a very cool looking touch to the map. I also like how you did not put these all the way to the front of the boxes, allowing you to walk either behind or in front of them. In the first picture, the interlocking looks especially clean and well done. The double boxes and the fence wall look very smooth and easy to walk on. The entire central structure has a great design and the bridges look pretty awesome. Another thing that I noticed was the stairs that you said you interlocked in both directions. That was very good thinking because you can usually look right through the stairs when you are walking in a certain direction. It also is great that they serve as a tactical jump. The interlocking of and inside of the outer ring looks very clean too. The stairs up to the higher level and the signs look very good. The barriers with weapon holders are also a nice touch, they are done is many maps but they still look good. The power ups are another often done aesthetic technique that you have incorporated as well. They add color to the bland objects that are able to be placed on foundry. The man cannon on the outer ring's wall helps with that too. Speaking of the outer wall, it looks very nicely done, I noticed the crane merging, which is fairly difficult. All in all, the map is very aesthetically pleasing.

Playability:This map looks like it plays very well. It looks especially good for 2v2 due to the size and shape of the map. I like how there seems to be multiple ways up to everything. An example of this is how the outer ring has stairs to walk up and it also has stairs that you jump onto. The central structure looks like there are multiple bridges leading up to it to prevent camping on the top. I read how you said the teeth are a great source of cover that prevent camping as well and I totally agree. They seem to keep people from sitting behind cover and killing anyone who comes close. The window panels around the outside look like they give cover but also nading opportunities as well. The fact that the ring goes all the way around lets people choose if they want the longer high ground route across the map or the quicker low ground path. There seems to be many choices that can be made.

Overall: The map seems to have a great layout, almost like pi except for bigger. It has great aesthetic touches and it supports many gametypes.The weapons are varied and spread out nicely and the different types of cover make camping challenging. Very good looking map and I would love to download when my box gets fixed.

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Old 10-16-2008   #24 (permalink)
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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.

Quote:
Originally Posted by Kon Artist View Post
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
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:

Quote:
Originally Posted by Kon Artist View Post
1. "A" and "B" bases-simplify the area. Remove the barriers and move the Signs inward.
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 View Post
2. Remove the box bottom center
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.

Quote:
Originally Posted by Kon Artist View Post
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.
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 View Post
4. Block off 2 sides of bottom center, leaving the open side facing "A" and "B".
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 View Post
5. Move the teeth to the edge of the box, to provide more strafing room.
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 View Post
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
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.

Quote:
Originally Posted by Sage View Post
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
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.


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Old 10-17-2008   #25 (permalink)
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Excellent map man. I love that this looks like an arena type map and is good for warm-ups and BR practices. This is your best map so far. I hope your next map will be either as good as this or better than this. Nice job!
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Old 10-17-2008   #26 (permalink)
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This is by far one of the best competitive/MLG symmetric maps I have ever seen. Amazing interlocking and great geomerging. I love CTF on this map, it's way fun. 5/5 dude. And it kinda reminds me of midship.
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Old 10-18-2008   #27 (permalink)
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Thanks for the comments, guys. I'd like to announce that gamevee is back up, so I'd love to see some links to the games that you've played on here. This is an almost 15 minute Oddball game that went right down to the last couple of seconds. I'm sorry to say that you'll all see how crappy of a player I am, but it does switch over to Shadow Viper for a little bit near the end.

[gmvee]1021566[/gmvee]


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Old 10-18-2008   #28 (permalink)
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Wow looks awesome. The interlocking is good.
Some of your cover ideas are really original and cool.
Gret map.
8.5/10
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Old 10-18-2008   #29 (permalink)
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Vorpal Saint’s Map Review of Radius
made by Squidhands


Well, squidhands, as of me being part of testing this map... I can say I enjoyed it a lot. I've played on this map with tex, you, insane, and a few others. I had a lot of fun and can say this map is pretty good.

Aesthetics: Now, this isn't the most awesome map to look at. But you do have very well done interlocking/geomerging. The walls that have a cut out V like shape were very creative and I would have to say those are my favorite features of the map. The purple power up in the top-mid section in the fence wall was also nice and I figured you did that since you were a loyal (and also for aesthetics) =D Anyways, the one small thing I didn't like you did was the fact that you had the B signs not pointing in the same way as the A signs. (Like I said, small) It's just something I tend not to like. =\ For aesthetics I give you a 7.5/10. For very well done interlocking/geomerging and nice new aesthetics.

Gameplay: This map has some of the best mix of gameplay I've seen in a while (this is before I saw a few maps though, but don't get me wrong, this has awesome gameplay none-the-less). More and more I'm seeing maps turn out more gameplay than aesthetics. This map plays really well for 3v3's Multi-Flag, Team Slayer, and even 1-Flag. (I think we played KotH, but I can't recall) I would have to say Multi-Flag was the most awesome since it kept me on the edge of my chair (maps hardly ever do that). The spawns were good and fair, as were the weapons. You blended all aspects of gameplay well, so for that I give you a 9/10. Only because in some cases, but hardly ever, camping happened on the top-middle.

Overall: I wasn't that surprised that this map would be awesome since a loyal made it. But I was surprised how easy it was to navagate it so fast, and how the aesthetics were easy to remember. The general flow of the map is good and for a symmetrical map I must say it's awesome. So overall I give you a 8.25/10. =]

(and sorry if you were thinking I was going to write a very long review)
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Old 10-18-2008   #30 (permalink)
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Sorry there, I've downloaded this map and played it only on free for all with about 5 players. 1 left in the middle of the game. This map's gameplay was great. I didn't really have problems with the spawns, but then again I was the one winning. I found when playing this map with random weapons, it just makes the map even more intense. Great job on the aesthetics! 5/5.
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