This map has been remodelled. Look for the map 'complexity' for details and the download link. Also if a moderator could delete this thread, that would be great. Thanks.
Last edited by xi PheoniX ix; 12-22-2008 at 03:55 PM.
Reason: Map deleted
This map is really good 4.5/5. The interlocking is clean and test your vertical senses. The name isn't the best though. Other than that great Idea I'm going to DL right now keep on forging.
First of all I like the name; it made me take a look at it. The map looks very nicely build, from what I can tell from the pics. The layout looks simple and the maps looks like it will play well, that is saying without playing or looking at the spawn placement. By the way in the 9th pic, too me that looks like a good camping spot that may make for bad game play, but I am not sure. I am DL right now and might make a future comment latter. Great map from what I can see.
This map is great. THe interlocking is clean and smooth, although the weapons choice could have been better, i feel the sniper will dominate. Is there a longer respawn for the sniper?? If there is, maybe its not bad. Great overall, 4/5.
Rather Impressive, Ive yet to see a Wolfenstein remake on here yet. I would volunteer for testing, but I have RRoD, so that wont happen. It looks like you got crafty with your Interlocks to perfectly recreate the map. Im impressed.
5/5 on pictures, Whenever my box gets back, you have a DL.
I think the title pretty much sums it up. 'Complex'. This map is so very complex, but sexy. Interlocking is great and looks like a well built map for objective gametypes, probably FFA or one-sided gametypes.
All of these judgements are based on your pictures, as I have the map queued for download and haven't the time to play it yet. If anything about your map that I say is untrue, I apologize!
First off, let me say this: EXCELLENT use of vertical space. Many people could learn from you, especially in terms of map layout and 3D geometry. You've created interesting elevation differences which will lend themselves to more memorable gameplay, and less stale gameplay at that (because elevation variation lends itself to trickier gunfights and BR 4-shotting becomes much more difficult).
Your weapon placement looks pretty solid; weapons seem to be plentiful from the screens but not excessively so, which is a good thing.
From what I can tell, your layout is pretty solid. It's interesting, unique, and best of all not square and "boxy" like most Foundry maps these days. You get some style points as well for the interlocking, which looks pretty proficient.
As for spawns and gameplay, I can't tell (because I haven't yet done a Forgethrough), but there's one thing I noticed from the screens that could hinder this map's gameplay. Movement throughout this map seems to be largely based around jumping, yes? Having to constantly jump to get around a map breaks its continuity and flow somewhat, as suddenly lower positions are at a disadvantage. The Rocket Spawn area on your map seems like it would end up being a "kill pit," kind of a no-man's land where all that enter are easily mown down by those in better positions. Ramped escape routes from the area would help the place's mobility significantly; a ramp up to the flat double box near the back corner of the warehouse (by the windows), as well as one by the flag spawn you've shown, and the staircase that protrudes a bit higher than your floor walls' level would free up the bottom area significantly. In case you haven't noticed, Bungie's maps rarely force people to jump unless it's to an important and powerful area (IE Guardian's center platform when coming from Gold Lift, Wizard/Warlock's center platform). Your pit in the middle isn't a powerful area; it's one in which players will be at a disadvantage and you should therefore provide them with plenty of ways out for it to be balanced. Other than that, I noticed a few elevated perches that don't seem to be connected to the rest of the map by anything other than teleporters (I assume), and I'd recommend adding at least one physical way up to each of these places (other than teleporters). Halo 2's Terminal map played out poorly when people would get a "Hive Spawn" and be able to camp in the attic where others couldn't reach them. Team Snipers was devastated by this.
Anyway, I legitimately look forward to Forging through your map and seeing how it plays!
Thanks for all the comments so far guys. I agree qith you debo on the fact that that pit may become a trouble spot... at the moment I havent really had a chance to play throught it. Although that is the attackers spawn, so getting the rocket should be fairly easy allowing them to progress past the front wall. As for the elevated perches, im not sure there are any that are unreachable except for the one spawn point, but its in a poistion that would make any camper very suceptible to death. I only put it there to give attackers one last refuge if theyre being pummelled by the defenders. If you guys have any other tips/feedback on how to improve the map, please do tell. I'm good at the building blocks, but weapon placement is probably something i lack so yea. Anyways thanks again guys, and if anyone is interested in playing through with me let me know. My gamertag is the same as my name here.
Nice. It has very clean interlocking but i could not see any geo-merged parts. You should add more pics because it looks squished from my point of view (even though there's only one point of view,lawl) anyway it looks great. IT NEEDZ MORE INTERLOCKS!
3.5/5