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Old 05-07-2009   #21 (permalink)
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I'm gonna go ahead and admit it. I think I started to drool at the first screenshot. Looks bloody amazing. Queued for download and watch for an edit on this post here, as I'll be reviewing it more in depth after I get the chance to tinker with it and do some playtesting with friends.

Current Projects: Unnamed Map - 10% -CSS Bomb - 50%
Maps: Grinder V2.0 - Sky Wars - Tunnels V2.0
Game Types: Snipers vs Shotguns v1.0

Last edited by Ethrock; 05-07-2009 at 08:47 AM.
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Old 05-07-2009   #22 (permalink)
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Holy shit holy shit holy shit. The aesthetics of this map are 20/10. This map looks amazing with all the interlocking and merging. There are about 20 structures in this map that should be submitted to the architecture master list. A definite DL. FEATURE NAO
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Old 05-07-2009   #23 (permalink)
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Shield Doors

Thanks for the positive feedback everybody. I had a great time building and testing this map. At this point, the possibilities on Sandbox seem endless. I'm really proud of the way this map turned out, and I hope everyone enjoys some epic battles on it.

Quote:
Originally Posted by Pel View Post
Another great example of how asymmetrical maps > symmetrical maps. I love that huge base, and I also like that you managed to keep the map balanced. That is the hardest part of an asymmetric map. I think the layout is incredible, and the Man Cannon is win. The only things I don't like about it are the random floating Sheild Doors and the Sheild Door at the entrance of the tunnel. The tunnel Sheild Door will only promote camping.

Rating:
Aesthetics: 5/5
Quality: 5/5
Gameplay: N/A
Layout: 4.5/5
Overall: N/A

(I will update my review once I get some games on here!)
Thanks for the comments. I usually build symmetric maps, so this was a little bit of a departure for me. The shield doors are definitely not random, as they serve a huge purpose in allowing movement towards the base. Because the base is so tall, I needed a covered route on that side to gain entry. It's also cool when you are in the base because you can see an approaching group, maybe with the bomb. You can't shoot them, but you can warn your team and prepare for an attack. If you mean the randomness of the aesthetics I agree somewhat. They are firmly attached to the angled wedge wall but nothing is holding them up on the other side. I tried a couple of different braces on that side, but it ended up cluttering the map. It makes for better gameplay if that side is open.

There are no other shield doors on the map, they only provide cover from the top in that one section. There are definitely not any in a tunnel.

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Old 05-07-2009   #24 (permalink)
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Originally Posted by SilverShadow View Post
Wow, this is amazing. I think this should be featured, but thats just me... I dont really see anything to improve. I love your use of tin cups because it look great what you did with them. All the interlocking looks perfect and it looks great for assualt. 10/10 for me and Im going to play it once I make room. Not now im sleepy... ;)

Thats rediculous, You were the first post, had not played a single game on it and you think it should be featured. Right... Well I definitly like the looks of it, the aesthetics are great and I love the base. There doesnt seem to be any weapon issues, or vehicle issues (lol). I will download this for sure and ACTUALLY play it before I tell you its feature worthy IMO. I dont have the say anyway but you cant say that from pics guy. Dont take that to offense, this seems to be a great map, but gameplay matters more than looks and we will have to see what happens. Good job.

Oh yeah, you should add the respawn rates and spare clips to the weapon list.

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Old 05-07-2009   #25 (permalink)
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this looks A-MAZ-ING, only way to put it. 5/5. At the back of the base (in pic 5) you should put a jump up or little ramp if you could, I think it would help that area from being kinda useless. Just my opinion, its your map, great job.



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Old 05-07-2009   #26 (permalink)
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Harsh

Quote:
Originally Posted by Zombievillan View Post
Thats rediculous, You were the first post, had not played a single game on it and you think it should be featured. Right... Well I definitly like the looks of it, the aesthetics are great and I love the base. There doesnt seem to be any weapon issues, or vehicle issues (lol). I will download this for sure and ACTUALLY play it before I tell you its feature worthy IMO. I dont have the say anyway but you cant say that from pics guy. Dont take that to offense, this seems to be a great map, but gameplay matters more than looks and we will have to see what happens. Good job.

Oh yeah, you should add the respawn rates and spare clips to the weapon list.
Good call on the weapon respawns and spare clips. I will have to go back and look at the map and update them.

Don't be so harsh to the people posting in my map thread. Everyone is entitled to an opinion. If you want to come down on members posting in your own map thread, be my guest. I do agree, somewhat, with what you are saying. You definitely can't judge a map by the pictures or by the aesthetics. There is no substitute for playing on it, but I'm just trying to keep the vibe positive and not discourage people from posting here, for fear of their opinions being scoffed at.

Thanks for the comments on Coventry. Hope you enjoy it.

Quote:
Originally Posted by Blazeinator View Post
this looks A-MAZ-ING, only way to put it. 5/5. At the back of the base (in pic 5) you should put a jump up or little ramp if you could, I think it would help that area from being kinda useless. Just my opinion, its your map, great job.
I only made one small way into the back of the base to keep the action inside and to the front of the base. Thanks.

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Old 05-09-2009   #27 (permalink)
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Gonna be on later this evening and I definitely want to get a couple games on here. Have you made any changes since you posted?

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Undertow(Symmetrical skybubble)
Mettle(Skybubble arena)
Scorpio(Gemini Remake)
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Old 05-10-2009   #28 (permalink)
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I don't know if this was intentional or not, but there is an upside down (half?) wall in the main base, it's where you take a mancannon up to. Anyway, it sticks out from the wall a bit, even though it's interlocked, and you can use that to jump up to the roof area.

Not a big deal but is that on purpose?

(great map by the way, 10 out of 10)


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Old 05-10-2009   #29 (permalink)
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Well I downloaded it and played it a few times and here's what I think:
1. It feels uneven, but perfect for certain games like one flag or any gametype like that.
2.The aesthetics are flawless, and the structures are very original, also I think you are the best at getting wood bridges to be smooth when merging them, problably because of allot of the maps you make have them.
3. I really just like it in general, it gives a different feel than other sandbox maps and thats awesome.

So great job man, Ill dish out a 4.5 out of 5.. Really good, keep it up.

. . .

Last edited by C0RRUPTl0N; 05-10-2009 at 03:33 PM.
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Old 05-10-2009   #30 (permalink)
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This is by far the best looking map on Sandbox I have seen since Utah Mambo. I don't know what it is about it that I like, the crazy looking building formations, the giant base, or what. This is just really cool looking. Very creative map. I'll give it a 4.5/5..only because some things I think could be interlocked...but overall, this is an amazing looking map.

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