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01-19-2009
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#11 (permalink)
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Member
Join Date: Oct 2008
Posts: 321
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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 :)
NubCake - (Noun) - A delicious nub-flavored baked treat!
Picture posting guide in there..
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01-19-2009
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#12 (permalink)
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Member
Join Date: Sep 2008
Location: ಠ_ಠ i see what you did thar
Posts: 399
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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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01-19-2009
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#13 (permalink)
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Member
Join Date: Sep 2008
Location: Chandler,Az
Posts: 107
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Originally posted on monitor built
Quote:
Originally Posted by wapproce
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....
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Quote:
Originally Posted by xRedNormandyx
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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Quote:
Originally Posted by HLG Viper
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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01-20-2009
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#14 (permalink)
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Junior Member
Join Date: Sep 2008
Posts: 53
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Quote:
Originally Posted by SoLo92
I hope this gets featured.
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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.
I helped create: Currently working on 3 ultra maps that I've been working on for 6 months and are guaranteed to amaze.
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01-20-2009
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#15 (permalink)
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Member
Join Date: Jul 2008
Location: Burninating the Countryside
Posts: 232
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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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01-20-2009
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#16 (permalink)
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Member
Join Date: Jan 2009
Location: The D MI
Posts: 140
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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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01-20-2009
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#17 (permalink)
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Member
Join Date: Sep 2008
Location: Chandler,Az
Posts: 107
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Quote:
Originally Posted by waterflame
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
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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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01-20-2009
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#18 (permalink)
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Member
Join Date: Nov 2008
Location: Somewhere in Foundry, behind one of those crates...
Posts: 105
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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.)
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.
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01-20-2009
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#19 (permalink)
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Proxy Ninja | Yakuza
Join Date: Jun 2008
Location: Japan
Posts: 1,170
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teh sexeh review
Quote:
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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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01-20-2009
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#20 (permalink)
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Member
Join Date: Sep 2008
Location: Chandler,Az
Posts: 107
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Quote:
Originally Posted by Mace
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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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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