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Old 05-05-2009   #21 (permalink)
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@ Cheat:

Thanks for all of the positive comments. Just to clear up some things, you were playing on the older weapon layout. The layout you played on included the laser and rockets. Now, rockets is in a more accessible area and laser is gone. Give the new weapon layout a spin.

Quote:
Originally Posted by TFx KiLl3r View Post
Looks good! Top marks for your geo-merging and interlocking. Will give this one a dl!
Thanks, but next time, try to give constructive criticism.
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Old 05-07-2009   #22 (permalink)
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Quote:
Originally Posted by The Cheat View Post
This map "NEEDZ MOAR ATTENCHUN!"

On to the review.

LAYOUT/FLOW:

Whats A Walnut uses the tried and true "two bases side by side" style layout that has been the foundation for some of Halo's greatest maps, both forged and Bungie made. Each base is located on the far-side of Foundry, by each fan. The bases have their own "Sub-Base" which is linked to it's respective base via a two way teleporter. In the center, lies a building, that overlooks all the action, and houses the laser. The map has just enough lines of sight and elevation so gameplay won't get stale, but not too much, that it becomes unenjoyable. Jumps from structure to structure are very easy to pull off, which makes What's A Walnut's streamlined gameplay, even better.

Weapons:

Whats A Walnut has a wide variety of weapons and vehicles to cater to every play style. The Balance between the Laser and the vehicles is good, and the Warthogs play more of a supporting role, rather than an unstoppable force. The sniper rifles play an important role as well. However, their shallow clip makes players take their shots carefully.

Gameplay
:

Whats A Walnut is certainly a map that boasts some Stellar gameplay. The structures and layout are perfect for both vehicular and infantry mayhem. Even on CTF (which is not a recommended gametype for Whats A Walnut) I had a blast. The bases are perfectly defendable too, not too overpowered, but not too underpowered, which makes objective games even more enjoyable.

Final Thoughts:

Whats A Walnut is a map that should definitely be given a try, if not a permanent space on your Hard Drive. The Stellar Gameplay, combined with Amazing Interlocking and Geomerging, make this one of the best maps in recent time.

Pros:
- Amazing Interlocking
- Great Balance
- Fun with nearly any party size, and gametype

Cons:
- Flag could be Better (But, who really plays that anyway?

Final Score:

A+

This map was a really fun map to test with you Scope. I really hope this gets featured (it definitely deserves it) and I think it has the potential to see it's way into Matchmaking (if you didn't budget glitch).

This Map is "The Cheat Approved."


thanks for the great review, me and scope are very happy with all the great feedback, thanks guys =] Matchmaking maps cant be budget glitch as you said, and this would be hard to make it without it, thanks tho for the great feedback.
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Old 05-10-2009   #23 (permalink)
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Quote:
Originally Posted by Paulie Walnuttz View Post
thanks for the great review, me and scope are very happy with all the great feedback, thanks guys =] Matchmaking maps cant be budget glitch as you said, and this would be hard to make it without it, thanks tho for the great feedback.
Yeah, guys thanks for all of the feedback.

About the Budget Glitch, it was absolutely necessary. This map definitely could not have been made without the Budget Glitch. Before the actual construction, I had made a basic draft and I found out which items would be needed. I placed all of the items and it almost reached $0. This was without weapons or some vehicles. I am glad the glitch allowed us to make such an elaborate map on Foundry.
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Old 05-11-2009   #24 (permalink)
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Amazing! That's alll I can say.

*Drools on keyboard at sight of map*
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Old 05-13-2009   #25 (permalink)
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Back when Mr. Scope had begun constructing What's a Walnutt. I sat there idly watching from the Foundry window. As the map began to have an actual map feel I emerged from the garage doors and lent my hand to Scope. Scope has always been a good guy to me and I like to help when I can.

WaW has a hugeness factor when gauging a map. It feels massive, because of the multiple levels players have access too. The weapons fit the map well and fit the play style of the map well. The teleports help move players to the other side of the map quickly. All structures blocking LOS's were they are needed. The middle of the map is open on the ground floor to allow vehicle use. While the floors above are more complex and serve as a good control spot. WaW feels like a BTB map, but plays with smaller amounts of people well. Base areas are complex and tiered adding a variation of play style on that part of the map. Vehicles will find it hard to maneuver effectively within the bases. Opening up more player involvement in getting objectives.




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Old 05-17-2009   #26 (permalink)
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Quote:
Originally Posted by Transactionzero View Post
Back when Mr. Scope had begun constructing What's a Walnutt. I sat there idly watching from the Foundry window. As the map began to have an actual map feel I emerged from the garage doors and lent my hand to Scope. Scope has always been a good guy to me and I like to help when I can.
Tz, will you adopt me? srsly... You were a great help with certain things on this map. Tz here started helping

Quote:
Originally Posted by Transactionzero View Post
WaW has a hugeness factor when gauging a map. It feels massive, because of the multiple levels players have access too. The weapons fit the map well and fit the play style of the map well. The teleports help move players to the other side of the map quickly. All structures blocking LOS's were they are needed. The middle of the map is open on the ground floor to allow vehicle use. While the floors above are more complex and serve as a good control spot. WaW feels like a BTB map, but plays with smaller amounts of people well. Base areas are complex and tiered adding a variation of play style on that part of the map. Vehicles will find it hard to maneuver effectively within the bases. Opening up more player involvement in getting objectives.
Thanks to chris's base design which ultimately led to what it is now, the map does feel huge. Tz, I am glad you like this. Almost everything I know about maps have come from you, especially blocking those kids los's. Thanks again.
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