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View Poll Results: How do you like it?
Feature 18 51.43%
Good 9 25.71%
O.K. 5 14.29%
Not my kind of map 3 8.57%
Voters: 35. You may not vote on this poll

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Old 01-19-2009   #11 (permalink)
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looks great, the things that stood out to me were that gorgeous B base octagonal thing, all the neat powerups, and the pallet wall thingY! Ill DL when I get back 4.9/5 :)

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Old 01-19-2009   #12 (permalink)
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played on it and its great. the weapon placement is really really good. the map has both great gameplay and amazing asthetics. the layout is flawless. overall theres nothing to complain about. 15/10. i hope this gets featured.

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Old 01-19-2009   #13 (permalink)
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Originally posted on monitor built

Quote:
Originally Posted by wapproce View Post
holy shit(excuse) my language this map is epic for a new member every thing seems well interlock but the pallets in the third picture seem kinda useless this map looks great i dont think i seen you on any other site so welcome to mb and of course a dl....

and a review if your lucky....
Quote:
Originally Posted by xRedNormandyx View Post
Great map Sgtkillstuff... I think I may have seen you a few times on forgehub but I don't remember this map...

The interlocking looks great but is there geomerging? if there is, it is probably really clean because the whole map seems really even. I'll try it out tomorrow when I can get home to download it.
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Originally Posted by HLG Viper View Post
As said, i love small, enclosed maps. A definite DL for me. I think you implenented weapons and scenery well, but a basic top-down overview would be nice!
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Old 01-20-2009   #14 (permalink)
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Quote:
Originally Posted by SoLo92 View Post
I hope this gets featured.
Thanks for the positive reviews... hopfully somebody finds that jackass who rated SGT and I's map 1 star bringing the rating to 4.3.

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Old 01-20-2009   #15 (permalink)
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Haha it's finally up! This map is excellently built, WAY good job here guys. I played in your 100 something point killfest, and as I remember we couldn't find a weapon that imbalanced this map. Even when we had Needlers around like crazy it never got overwhelming. For being so asymmetric, this map is really well balanced. Great job guys =)
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Old 01-20-2009   #16 (permalink)
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I think this mapp looks very sweet i like the tunnel and like the feel of it
i just wonder if their is alot of room for a sniper to well snipe people from the pcture it looks pertty tight that from the pic 4/5 i will D/L

Omg
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Old 01-20-2009   #17 (permalink)
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Quote:
Originally Posted by waterflame View Post
I think this mapp looks very sweet i like the tunnel and like the feel of it
i just wonder if their is alot of room for a sniper to well snipe people from the pcture it looks pertty tight that from the pic 4/5 i will D/L
Well I wanted to create a new experience for players by forcing them to use their weapons differently than they normally would. So with the sniper it forces you to no scope, instead of finding a sniping spot and picking people off at long range
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Old 01-20-2009   #18 (permalink)
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As soon as I saw this map, I was thinking "5/5 n1c3 1nt3rl0kz" Of course, that isn't my style. I really like this map, especially the main structure, being the long, curving interlocked string of boxes, that really impresses me. I like how you kept a slit for pallets, that's new and refreshing cover. The thing that really sells this map though, is that it keeps an amazing aesthetic pallet. The weapon layout looks pretty unique, and everything seems to be in good order for playing. The roof is pretty sexy too. (Yes I DL'ed :) like always.)

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Old 01-20-2009   #19 (permalink)
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teh sexeh review
Quote:
Originally Posted by Mace
1. Playability/Re-playablility
While not the most enjoyable Halo 3 experiance I've had, the map was semi- enjoyable. Two games was enough for one night. While some maps have such a good repalyability factor that you keep on playing it, this map doesnt really. While I may play it in a week or two, I'm not going to be playing this map a ton. The map lacks some ingenous feature, mabey experiment around with different gametypes.
2. Map Geometry (structures, flow, exct.)
Rather messy, hastily built and looks randomly thrown together. While it has some flow, some areas of the map are seriously underused, like the needler room. The pallets, cmon man? They make it hard to walk around, they are on constant respawn, so there is allways pallet spawing in your face. Take the time to use imovable objects to block the hole imbetween you're levels. There are gaps, random bumps and annoying and useless geomertry around (eg: the bridge near the window pannel ramp) Your ramps, besides the nice man cannon ones, were bumpy and hard to walk up. Also, you cant jump through the shield door, which forces you to walk up the annoying window pannel walkway. Lastly, you map needs to be expanded. If not out, then up; make it multi levled.
3. Gameplay
I played this on multi, and single flag. Both played atrociously with 4 people. All the power weapons, (needler, Beamrifle?) were on one side, the high ground. The defense, was on the low ground, and could be easily killed by nade spamming. There were some very kookie spawns, and numerous times I would have the other team spawn and asassinate me. I would suggest having a crazy infection game to go with this, and have some FFa games set up. Fix the spawns, spread out the power weapons, and swap defense and offense.
4. Aesthetics
Not much on this subject, eccept some weapons/powerups show cased in the fence box wall. I like what you did with the stairs in the shield door room. Make some call out signs, have some visible out-of-the map aethetics. The map will look better as a whole if you neaten the map up.
5. Overall
The map was vaugley fun, and I definetly would play it again. I would heavily suggest a v2, which I'm sure will be hecka better.
C



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Old 01-20-2009   #20 (permalink)
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Quote:
Originally Posted by Mace View Post
Originally Posted by Mace
1. Playability/Re-playablility
While not the most enjoyable Halo 3 experiance I've had, the map was semi- enjoyable. Two games was enough for one night. While some maps have such a good repalyability factor that you keep on playing it, this map doesnt really. While I may play it in a week or two, I'm not going to be playing this map a ton. The map lacks some ingenous feature, mabey experiment around with different gametypes.
2. Map Geometry (structures, flow, exct.)
Rather messy, hastily built and looks randomly thrown together. While it has some flow, some areas of the map are seriously underused, like the needler room. The pallets, cmon man? They make it hard to walk around, they are on constant respawn, so there is allways pallet spawing in your face. Take the time to use imovable objects to block the hole imbetween you're levels. There are gaps, random bumps and annoying and useless geomertry around (eg: the bridge near the window pannel ramp) Your ramps, besides the nice man cannon ones, were bumpy and hard to walk up. Also, you cant jump through the shield door, which forces you to walk up the annoying window pannel walkway. Lastly, you map needs to be expanded. If not out, then up; make it multi levled.
3. Gameplay
I played this on multi, and single flag. Both played atrociously with 4 people. All the power weapons, (needler, Beamrifle?) were on one side, the high ground. The defense, was on the low ground, and could be easily killed by nade spamming. There were some very kookie spawns, and numerous times I would have the other team spawn and asassinate me. I would suggest having a crazy infection game to go with this, and have some FFa games set up. Fix the spawns, spread out the power weapons, and swap defense and offense.
4. Aesthetics
Not much on this subject, eccept some weapons/powerups show cased in the fence box wall. I like what you did with the stairs in the shield door room. Make some call out signs, have some visible out-of-the map aethetics. The map will look better as a whole if you neaten the map up.
5. Overall
The map was vaugley fun, and I definetly would play it again. I would heavily suggest a v2, which I'm sure will be hecka better.
C
First off one flag was not what was planned, I had never set it up, I played it because you suggested it. Second The pallets were no way near your face and I thought they helped aesthetics. As for the power weapons I didn't feel that the needler served as a power weapon because there wasn't any space for it to be used correctly. Aesthetics were a problem when my budget glitch messed up. Originally there was a design in every room and a wraith in the floor. And lastly the spawns. The spawn areas I have too admit were thrown around. Spawns are the hardest thing for me. try playing a game of 2vs2 slayer games are a lot better. The needler room is definitely not underused in slayer. I hope this clears up a few things thanks for the review
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