|
 |
 |
 |
 |
01-06-2009
|
#11 (permalink)
|
|
Member
Join Date: Jan 2008
Posts: 151
|
Hey man I'm looking forward to playing this with you! The map layout (U) will most likely make a good game of CTF or bombs, and the collapsable crates is a good idea as well.
Now for a few suggestions that you may want to incorporate in a version 2: To start, I would only have one passageway to the other side, albeit maybe a secret passage or something of that sort. In other words, delete the grav lifts, teleporters, and pallets. Having only one main passage promotes the importance of controlling the map, and the map will look much more professional without grav lifts and teleporters. Additionally, I would spend some time constructing one unique cover spot on each half of the map. This would serve as a checkpoint in which attackers could hold out to wait for respawning teammates. Finally, I would add more scenery. Just a stack of barrels, a pallet leaning against a box, or a crate here and there would really spice up the aesthetics. I hope to see you get The Great Arch to its potential. Send me an invite next time you're on and we'll get some customs kickin'!
This signature has been removed and the user infracted. Make sure your signatures is within posted limits.
|
|
|
01-06-2009
|
#12 (permalink)
|
|
Junior Member
Join Date: Jan 2009
Posts: 7
|
This looks like a good map defintly downloading and i like how you can block everything but you need to fix the link delete one of the http// because when i loaded the link the url had 2 of them
|
|
|
01-06-2009
|
#13 (permalink)
|
|
Member
Join Date: Dec 2008
Posts: 115
|
This was OK. It was just a little plain. There just... was something lacking. The forging is clean and good, and the layout is good, but it needs to be less open, and mayby have another floor. I just think it needs more cover or something. A 3/5 on your first go. I like the pallets, but mayby sometime I could invite you and we could work on the map together. I'd like to work with someone else, being a bit of a noob. I am pretty good though. So back to the map, it was good for a first, but I definately want to see a V2!
|
|
|
01-06-2009
|
#14 (permalink)
|
|
Member
Join Date: Nov 2008
Location: Somewhere in Foundry, behind one of those crates...
Posts: 105
|
Quote:
Originally Posted by Kion FH
This was OK. It was just a little plain. There just... was something lacking. The forging is clean and good, and the layout is good, but it needs to be less open, and mayby have another floor. I just think it needs more cover or something. A 3/5 on your first go. I like the pallets, but mayby sometime I could invite you and we could work on the map together. I'd like to work with someone else, being a bit of a noob. I am pretty good though. So back to the map, it was good for a first, but I definately want to see a V2!
|
Yea, a lot of people said I rushed the map, without putting a lot of thought into it, or putting much scenery, and so I think I might do a version two.
Quote:
Hey man I'm looking forward to playing this with you! The map layout (U) will most likely make a good game of CTF or bombs, and the collapsable crates is a good idea as well.
Now for a few suggestions that you may want to incorporate in a version 2: To start, I would only have one passageway to the other side, albeit maybe a secret passage or something of that sort. In other words, delete the grav lifts, teleporters, and pallets. Having only one main passage promotes the importance of controlling the map, and the map will look much more professional without grav lifts and teleporters. Additionally, I would spend some time constructing one unique cover spot on each half of the map. This would serve as a checkpoint in which attackers could hold out to wait for respawning teammates. Finally, I would add more scenery. Just a stack of barrels, a pallet leaning against a box, or a crate here and there would really spice up the aesthetics. I hope to see you get The Great Arch to its potential. Send me an invite next time you're on and we'll get some customs kickin'!
|
Thanks dude, but the main thing I wanted in the map was for each team to have the ability to control the wall, so you would have to incorporate tactics into the game in order to win. The idea of sabotaging the other side just appeals to me. If I do a version two though, I will probably add more scenery, and maybe take away the teleporter way over, but that's all. I still want it to be focused on getting on top of and across the wall.
Quote:
|
This looks like a good map defintly downloading and i like how you can block everything but you need to fix the link delete one of the http// because when i loaded the link the url had 2 of them
|
Thanks for the catch dude, I fixed it, and I'm really grateful. I would have been really mad if it would have been left like that.
Gt = Amer1can f0od
My Maps: Collaborative maps: (Maps made with other people)
I'm good for forging with someone else, so if you want a forging partner then hit me up.
|
|
|
01-07-2009
|
#15 (permalink)
|
|
Member
Join Date: Oct 2008
Location: The Principality of Sealand
Posts: 394
|
I remember playing this map a few days ago. Unfortunately, it was a game of slayer, so I didn't get to actually play it how it was meant to be.
Anyway, much of the map seemed very random, though it all fits together for multi flag. I like the different ways of getting past the wall and blocking the enemy's path. If you don't have it so that they have to go to their enemy's side to block the teleporters, you should probably make it that way.
Other than some crooked placement, the map seems to be well forged. The problem though is that you added cover. If you don't understand what I mean, sorry, but I don't remember where the thread is that talks about this. Basically, most of your cover should be part of the main structure of the map and other structures that fit its theme, but never just cover (random barriers, A signs, out in the open that are just there). That's the best I can explain it.
|
|
|
01-07-2009
|
#16 (permalink)
|
|
Member
Join Date: Nov 2008
Location: Somewhere in Foundry, behind one of those crates...
Posts: 105
|
Quote:
Originally Posted by Sotha Sil156
I remember playing this map a few days ago. Unfortunately, it was a game of slayer, so I didn't get to actually play it how it was meant to be.
Anyway, much of the map seemed very random, though it all fits together for multi flag. I like the different ways of getting past the wall and blocking the enemy's path. If you don't have it so that they have to go to their enemy's side to block the teleporters, you should probably make it that way.
Other than some crooked placement, the map seems to be well forged. The problem though is that you added cover. If you don't understand what I mean, sorry, but I don't remember where the thread is that talks about this. Basically, most of your cover should be part of the main structure of the map and other structures that fit its theme, but never just cover (random barriers, A signs, out in the open that are just there). That's the best I can explain it.
|
So wait, did you test with me? Sorry if I forgot your name, anyway you do have to go to the enemies side to block the teleporters. Also, I understand what you mean about the cover, but if the main part of the map is just a wall... I don't understand how I could've incorporated cover into that. If you have any ideas on how I could do that, I would be glad. Oh and by the way, most people say that there isn't enough on the map, I don't know if your saying that there's too much, but if you are then most people would disagree with you.
Gt = Amer1can f0od
My Maps: Collaborative maps: (Maps made with other people)
I'm good for forging with someone else, so if you want a forging partner then hit me up.
|
|
|
01-07-2009
|
#17 (permalink)
|
|
Member
Join Date: Aug 2008
Location: Ledyard, Connecticut....why so boring..
Posts: 178
|
there is no possible thing as a solution by just "adding cover"
however in this map, youve created a rush to the high ground. this is mostly because you havent blocked a whole lot of lines of sight.
this give the high ground waaaaaaay too much power. fix that in a V2
like freezefry said, delete the grav lifts, pallets and such.
otherwise an interesting style. i dont particulary like the powerup style, but then again i dont have to.
this map definetly has some potential to live up to
(no rating as i havent played it yet *tear*)
|
|
|
01-10-2009
|
#18 (permalink)
|
|
Senior Member
Join Date: Jul 2008
Location: middle tenneessee
Posts: 952
|
lo,I jus thought Id remind you that this is being added to the americankid inc portfolio and I thought Id tell all of you that a V2 is on the way.
my pokemon teamMy pre-dlc maps
guardian-Castaway
Quote:
Originally Posted by iRaynne
Don't talk trash about Johnson! He could open a can of whoop [censored] and you wouldn't even know it until your on he floor screamin.
|
|
|
|
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 04:25 AM.
 |
Powered by vBulletin® Version 3.8.2 Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.3.0
|
 |
|