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03-15-2009
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#11 (permalink)
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Junior Member
Join Date: Feb 2008
Posts: 49
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This map looks incredible, but with its size i can immediately tell you that the missile pod should most likely be replaced by the Shotgun if you make a v2.
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03-15-2009
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#12 (permalink)
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Member
Join Date: Jan 2008
Posts: 252
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-The layout is pretty, and the flag structures do it justice.
-Flow between high and low levels is balanced.
-FX should be removed, it just ruins this maps prestige. (Sorry, Bungie)
I congratulate you on posting a real map created in Sandbox. :)
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03-15-2009
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#13 (permalink)
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Nope. Nevermind.
Join Date: Nov 2008
Location: California
Posts: 239
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Quote:
Originally Posted by Rated Dirty
This has got to be the best Sandbox map yet. I like the base designs, I didn't see alot from the first picture, but the bases really brought out the map, kewllll....
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I dunno I got some pretty good competition out there. And yes the first picture wasn't epic or anything, but I figured I'd give you guys at least one overview to marvel at for a little.
Quote:
Originally Posted by DoTTii
I like the map and it looks good but there is one thing that everyone seems to be forgetting in the sky bubble which is to put railing on the sides. If you dont side its so easy to simply strafe off the map which is very annoying. What makes these types of maps so great is the ability to fall to death and things like that but that doesnt work to well when there are no rails or anything to keep you from falling off at the stupidest times.
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Ahhh very good point. I think if I end up making a v2, I'll definitely make rails. That'll fix any problems with cover AND no one will just skip off. Good advice man. Very good.
Quote:
Originally Posted by XSn1p3 X0utX
This is awsome.
-You demonstrated that you know how to merge.
-This post reaches the ForgeHub standards.
-The lighting is a beastly part in the map.
-The varios sections of the map as in the golf flag part is like really well done.
Overall rating is based on the comments I gave,a whopping 5/5.
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Thanks for the positive feedback man it sounds like you completely love the map! Good! One thing though - I didn't merge at all on this map so I don't know what you're talking about. If you mean interlocking, then my bad. People call that different things so I'm kinda confused.
Quote:
Originally Posted by AI_Twitch
Excellent job. The use of merging is one of the first I have seen, and it is done very well. I like the idea of the railings, even if its a very small bump keeping grounded players alive. The one area that may need work is the side view with the walls merged into the circular installation. Either way brilliantly done keep up the good works.
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I didn't merge lol where are you guys getting this information from??? (Again my bad if you mean interlocking) Anyway yea I totally agree with that guy who gave the railings idea. It will more than likely be incorporated in a v2. Thanks for the feedback!
Quote:
Originally Posted by Dow
Yet another fabulous addition to the portfolio of Doog Nit. I believe you have definitely set the standards for all sandbox maps to follow. I really like the use of the lighting effects. In pic 5, it looks like the entrance to a graveyard. I promised myself that I wouldn't DL any sandbox maps until I actualy got the maps, but damnit, I really like this map, has my DL. Hoping for a feature
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Well put ahah very good. Yea the lighting effects came into place after the first version because it was waaaay too dark to fight so I added the purple light of intelligence. No that's not its name. lol. Oh snap I just checked that picture and yea it does! Ahaha I didn't even notice that. Good eye. Anyway thanks for the feedback and the DL.
Quote:
Originally Posted by Draw the Line
I really like the look of the layout. You give teams multiple entries into each base, which is so often limited in recent skybox maps. You also have a few risk/ reward areas like the camo spawn and the sniper rifle, well done. I really like what you've done here. You have my download and I'll get back to you after I've given it a forge through.
[edit]: The filter should be removed though... it seems too distracting.
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Awesome man! I've been waiting for a prem to check one of my maps out. Their advice is generally the best (Notice the word "generally" for those members out there who give really good advice) and most useful. I'm glad you noticed the multiple entries to the bases that's one of my rules for making maps. (Never make an area where there's one way to get in. Because one-way entrance = camping. Camping = Epic Fail.) I'm sure there are some exceptions, but not that I've seen yet.
Anyway about the FX, I don't know if the map should be called Misery without the effects I guess I can check it out. You should take them out and see what you think when you do a forge-through. They are under the structures on top of each base. (The large ramps) Thanks again for the feedback looking forward to your further review.
Quote:
Originally Posted by chao365
nice looks symetrical good for 4v4. i like the design
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Hmm. Short. Sweet. And to the point. I like it.
Quote:
Originally Posted by PIZZA S4UC3
I like the base layout. I also like the smooth walk through. I love the lift it is useful. I downloaded
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Thanks for the Download man I hope you enjoy the gameplay! Lemme know after you play if you think there's anything I should fix.
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03-15-2009
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#14 (permalink)
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Junior Member
Join Date: Mar 2009
Location: Canada :)
Posts: 79
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This looks like a really cool map. I love how the bases look.
OMG ITS THE BUTCHER RUN!!!
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03-15-2009
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#15 (permalink)
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Junior Member
Join Date: Nov 2008
Location: Minnesota
Posts: 14
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Quote:
Originally Posted by Solo
-The layout is pretty, and the flag structures do it justice.
-Flow between high and low levels is balanced.
-FX should be removed, it just ruins this maps prestige. (Sorry, Bungie)
I congratulate you on posting a real map created in Sandbox. :)
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I have to disagree about the FX man. I think that it adds a nice touch to the gameplay. Also it makes the name of the map fit in place, I'm not gonna lie.
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03-15-2009
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#16 (permalink)
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Junior Member
Join Date: Mar 2009
Location: Indianapolis
Posts: 76
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Quote:
Originally Posted by DoTTii
I like the map and it looks good but there is one thing that everyone seems to be forgetting in the sky bubble which is to put railing on the sides. If you dont side its so easy to simply strafe off the map which is very annoying. What makes these types of maps so great is the ability to fall to death and things like that but that doesnt work to well when there are no rails or anything to keep you from falling off at the stupidest times.
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I agree, what made Lock-Out and maps like it(Ascension, Guardian) work was to give people an incentive to jump(like a well thought out shortcut to a weapon, or a know/planned hot spot for battles) and the punishment for missing was death to compensate and balance out the reward for a successful jump. The map does look fantastic though. I would not sell it short, you should up date it.
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03-15-2009
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#17 (permalink)
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Mongoose Master
Join Date: Jan 2008
Location: San Diego, CA
Posts: 5,952
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Hey Doog, just got done with a custom of slayer on this with a few people, and I really liked the layout. Although beforehand, I went in and took the filters out (as it was really hard to see with them on). Id recommend leaving them off, or at least providng a version where they arent on in addition to this one. I dunno, something to think about. Anyway, I really like how the map flows and despite the open air feeling of some parts of the map, everyhitng was divided very well, both horizontally and vertically. You have a great mix of CQB, mid-range and even some long range battles.. its a nice balance.
I did, however find some things yo umay want to fix. First, there is some stuff not spawning at start. like the wall that the Camo sits on, as well as one of the bridges that makes up the Blue light tower (that bridge doesnt effect gameplay, but yeh). These items do appear to be there because you have all your run-time minimums raised all the way up, but Id encourage you to lower all those as much as you can and just make sure everythings spawning at start. Items have short delays before spawning when they are set to 'no' but are force spawned via RTM's.
Other than that, I don't have any serious qualms about gameplay. Oh, wait, I do remember what seemed to be like large sone colums laid horizontally making up some of the floors in some spots that made players bump/jump when walking over them, but it wasn't too bad.
But yeh, overall Im really imrpessed with this, and Im definitely looking forward to more games here real soon.
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03-15-2009
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#18 (permalink)
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Nope. Nevermind.
Join Date: Nov 2008
Location: California
Posts: 239
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Quote:
Originally Posted by Mejjmejj
I'm liking the map, however, I just have one question. Do the walls that make a half circle spiral downward? I guess I'll just have to DL and see :)
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I don't know what you mean about the half circle thing..If you mean the circles that hold the pipes, then no. They are flush with each other.
Quote:
Originally Posted by squirrelxb
This map looks incredible, but with its size i can immediately tell you that the missile pod should most likely be replaced by the Shotgun if you make a v2.
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I did try it with a shotgun before and it really didn't work. The map is too close quarters-based that a shotgun is too good of a power weapon. The missile pod can destroy up close if you know how to use it and far away it's pretty hard to kill, but still useful nonetheless. I've found it to suit this map perfectly, but I'm never against considering the advice that's given to me. The map is mainly for the community not myself so the more I listen to your advice, the better I am at forging. So it will be considered if I make a v2.
Quote:
Originally Posted by Solo
-The layout is pretty, and the flag structures do it justice.
-Flow between high and low levels is balanced.
-FX should be removed, it just ruins this maps prestige. (Sorry, Bungie)
I congratulate you on posting a real map created in Sandbox. :)
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Hmm. You're the second "respected forger" who's said the FX should be removed. The only reason I'd be against it is because I'd have to change the entire name/description for the map. If it wasn't for that, I'd happy to remove them.
And thanks for that final thought. :D
Quote:
Originally Posted by Skarrow
This looks like a really cool map. I love how the bases look.
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Ahah A lot of short, sweet n to the point posts on this one. I guess it's just a reminder that people like the map. Although there's no advice/criticism involved, I thank you for the feedback.
Quote:
Originally Posted by ladiesman20007
I have to disagree about the FX man. I think that it adds a nice touch to the gameplay. Also it makes the name of the map fit in place, I'm not gonna lie.
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Ahahahahahahahahahahahahhahahahahah lolololololololololololol
But seriously, I agree. I'm not gonna lie.
P.S. lol.
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03-15-2009
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#19 (permalink)
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Nope. Nevermind.
Join Date: Nov 2008
Location: California
Posts: 239
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Quote:
Originally Posted by VANILLA GORILLA
I agree, what made Lock-Out and maps like it(Ascension, Guardian) work was to give people an incentive to jump(like a well thought out shortcut to a weapon, or a know/planned hot spot for battles) and the punishment for missing was death to compensate and balance out the reward for a successful jump. The map does look fantastic though. I would not sell it short, you should up date it.
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Yea I definitely agree. I will definitely do a v2 now that so many people have advised it and I'll also incorporate the "ledge" concept unless notified that I should do otherwise.
Quote:
Originally Posted by LIGHTSOUT225
Hey Doog, just got done with a custom of slayer on this with a few people, and I really liked the layout. Although beforehand, I went in and took the filters out (as it was really hard to see with them on). Id recommend leaving them off, or at least providng a version where they arent on in addition to this one. I dunno, something to think about. Anyway, I really like how the map flows and despite the open air feeling of some parts of the map, everyhitng was divided very well, both horizontally and vertically. You have a great mix of CQB, mid-range and even some long range battles.. its a nice balance.
I did, however find some things yo umay want to fix. First, there is some stuff not spawning at start. like the wall that the Camo sits on, as well as one of the bridges that makes up the Blue light tower (that bridge doesnt effect gameplay, but yeh). These items do appear to be there because you have all your run-time minimums raised all the way up, but Id encourage you to lower all those as much as you can and just make sure everythings spawning at start. Items have short delays before spawning when they are set to 'no' but are force spawned via RTM's.
Other than that, I don't have any serious qualms about gameplay. Oh, wait, I do remember what seemed to be like large sone colums laid horizontally making up some of the floors in some spots that made players bump/jump when walking over them, but it wasn't too bad.
But yeh, overall Im really imrpessed with this, and Im definitely looking forward to more games here real soon.
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Alright! That's the second prem that's liked the map. Things are lookin up! Anyway, before I reply, thanks for checking the map out I do appreciate it. Now, I didn't know I made stuff not spawn at start that's a complete accident. In v2, it will be updated and hopefully resolved. And the bump can be fixed in a matter of seconds. I know exactly what you're talking about. I figured people might not care, but one person noticing it is sufficient enough for me to fix it. So that'll be fixed as well.
So yea awesome I'm glad this map has become as liked as it is this fast! I figured I'd have to make at least a v2 before people started getting used to it. Very good to know I'm getting better at competitive map making. Anyway, thanks to all and I'll hopefully see you soon with a v2 to share.
EDIT: P.S. Sorry about the double post. More people were commenting while I was in process of answering the first few replies.
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03-15-2009
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#20 (permalink)
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Member
Join Date: Jan 2009
Location: Sydney, Australia
Posts: 423
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I love the layout and design of you map. The overall effect is not a jumbled mess. IF this has equally good spawns and gameplay, this could get featured! The side base is brilliant and the deign of main bases is well thought out. Also the lift is well done. Congratulations on a brilliant map, mate!
"Two French Admirals berating a US Naval Attache. "Why must we speak to you in English. Why don't you have to learn French instead of our having to learn English?"
"Maybe because we arranged it so you didn't have to learn German?"
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