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Old 04-27-2009   #21 (permalink)
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As everyone else has said previous to me, the map looks great. I only had a few little things i didn't particularly like such as the map its self was a bit small but there really is no fix to that becuase theres not that many grass cups ;]. There wasnt really any issues that i had there was sometimes some funky spawning when the other team reached the final territory and the other team spawned at the other base but that was rare. Overall the map plays right and is fun . Good work. :]
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Old 04-27-2009   #22 (permalink)
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it looks like a map that would have a lot of very intence battles with the right ammount of people!also looks good to!

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Old 04-27-2009   #23 (permalink)
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This map was very good when it came to testing, on a Gameplay:Aesthetics ratio, it's a 1:1, the fun, action packed gameplay, was just as good as the aesthetic value of the map. This is probably my favourite conquest map to date, and I love how the aesthetics don't spoil the gameplay, and give the map the sense of a gold mine, I understand why others can't get their head around a grass floor, but I think personally it adds to the feel of the map. Gameplaywise, this map is among the best conquest maps ever.



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Old 04-27-2009   #24 (permalink)
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I got to play a game of this yesterday. The size of the map was what hurt gameplay the most. I played a 4v4 on it and it was just too small. I felt cramped the whole game because I couldn't move around as freely as I would like to.
Also, the weapons were either too numerous, or too overpowering. Every clash for the middle territory consisted of a giant explosion with a bit of plasma thrown in. It was way to chaotic to be able to make any sort of progress.
While aesthetically, this map far surpasses most I have seen so far, gameplay really lacked, mostly, I think, because of the small nature of the map.
Keep on forging!
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Old 04-27-2009   #25 (permalink)
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I would just like to say this is amazing! My favourite conquest map ever. The asthetics look absolutely amazing, I also like how its curvy. Some people have been saying "Why is there grass in a gold mine???" who cares? It looks amazingley smooth. IT actually looks liek a gold mine to. I'll have afew games on this if you invite me: T4K Shadow, remember me? I played a few conquest maps with you in TGIF, I liked that ghost town one.

Around 5000 of my games have been custom, or forge ^. Maps: Galleon - Contribution - Docks V2 - Ascent - Deserted - MLG Sacred - Shaded Speedway - Shadow Sands
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Old 04-27-2009   #26 (permalink)
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Quote:
Originally Posted by Gunnergrunt View Post
I like to call it the "National Geographic Bruteshot"
Hahaha that's exactly the first thing I thought when I saw that. I was totally going to say something.

Absolutely beautiful. I love everything about this map. The layout is so simple yet new and unique, and perfect for the game type. Not to mention elegant. I really like the use of texture. That's what fascinates me the most. The grass floor is nice, the intermittent wood in the roof is nicer still, but the gold nuggets in the wall are over-the-top awesometacular. Not to mention... they make the map look crazy from the outside.

Great, great job.
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Old 04-27-2009   #27 (permalink)
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Why thank you Predicide! I'm glad you appreciate the attention to detail! Its good to hear such praise from someone as meticulous as yourself ^.^

Attention everyone: The frag grenade respawn time has been increased to 30 seconds. I have updated the download link. Gold Rush has also been added to XF's Conquest Featured Library




Last edited by Gunnergrunt; 04-27-2009 at 09:51 PM.
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Old 04-28-2009   #28 (permalink)
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Ah, I must download the newer version then. Good job getting this into XForgery's Conquest Featured Library, Gunnergrunt!

Verge:
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Originally Posted by MultiLockOn
Tell me how you rated gameplay, because I'd like to know how ninja you were at downloading the map and playing it within 5 minutes of post. Not to mention it's still at 0 downloads. I mean wow! What ninja training academy did you attend to achieve that speed!
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Old 04-28-2009   #29 (permalink)
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I've played a couple of game on here and I'm sorry, but the gameplay doesn't live up to the aesthetics. I really like how you have low ceilings because that is a really good idea and it keep to the "full brute force" that conquest is supposed to give you. The things I'm not to fond of is that how small it is, that you have two brute shots that spawn fairly fast, and the uselessness of the BR. I know there isn't that many tin cups so the path couldn't be any longer without the same theme, but I know that little ingenious mind you have could have made it a room or two bigger because it feel like you don't have any room to gather your weapons and get ready to hold out for the oncoming opponents. The brute shots get a little annoying because it seems people have unlimited ammo, as soon as I walk out of the spawn room I instantly die by the spam of the brute shots. I think you would be able to fix that if there was one in the center like a power weapon or just set the respawn timer a little longer. And the final flaw in my eyes is the uselessness of the BR, the whole path seems to be really close quarters and you don't have even just a little room to take aim with it and in this map I have now chosen the AR over the BR which is rare in my case. Overall I think this is another fun map to play on in conquest, but I wouldn't want to play it more then once in a row.

I won't be keeping this on my hard drive, yet I won't be bummed if it comes up in a custom game. I think I feel a new premium being promoted soon.

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Old 04-28-2009   #30 (permalink)
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Quote:
Originally Posted by CaMOfo View Post
I've played a couple of game on here and I'm sorry, but the gameplay doesn't live up to the aesthetics. I really like how you have low ceilings because that is a really good idea and it keep to the "full brute force" that conquest is supposed to give you. The things I'm not to fond of is that how small it is, that you have two brute shots that spawn fairly fast, and the uselessness of the BR. I know there isn't that many tin cups so the path couldn't be any longer without the same theme, but I know that little ingenious mind you have could have made it a room or two bigger because it feel like you don't have any room to gather your weapons and get ready to hold out for the oncoming opponents. The brute shots get a little annoying because it seems people have unlimited ammo, as soon as I walk out of the spawn room I instantly die by the spam of the brute shots. I think you would be able to fix that if there was one in the center like a power weapon or just set the respawn timer a little longer. And the final flaw in my eyes is the uselessness of the BR, the whole path seems to be really close quarters and you don't have even just a little room to take aim with it and in this map I have now chosen the AR over the BR which is rare in my case. Overall I think this is another fun map to play on in conquest, but I wouldn't want to play it more then once in a row.

I won't be keeping this on my hard drive, yet I won't be bummed if it comes up in a custom game. I think I feel a new premium being promoted soon.
I appreciate the comments after playing the map, but i don't think you read much of the information in the post. I'll first address the size of the map. This was built for 3v3, and that is why it is so small. It was not an issue of tin cups (i still had 3 left). This is naturally a small conquest map. It'll depend on your playstyle of conquest.
The bruteshot is on a 90 second respawn with only 1 spare clip. In all my testing, the kill ratio of bruteshot to other weapons was fairly equal it seemed. Anything lower than that wouldn't give the bruteshot enough emphasis on the map.
As I mentioned in the post, the weapons chosen for this map were selected because of their specific and strategic use on the map. The BR it not meant to take the place of and AR, as you mentioned. It is best paired with the frag or used alongside a plasma weilder. The BR is best used for the final headshots, after sheilds have been broken. Its all about the strategy and choosing the best weapon for the job. Same goes for the bruteshot.
You recommended i place a power weapon in the center of the map. This comment tells me your level of conquest knowledge (not to be offensive). There should never be a weapon, grenade, or powerup in the middle of the map. Everything should be placed equally on both sides or not at all. This keeps the game balanced and fair.
Once again, i appreciate the comment and review, but consider my reply. Hope that clears things up for ya!



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