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07-04-2009
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#41 (permalink)
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Member
Join Date: Jun 2009
Location: Australia
Posts: 223
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Only problem with this map that I can find is the missle pod spawn. If one team is heavily pinned down by vehicles and their tele is being camped, they may not be able to make it out to the missle pod. This is still a 5/5 though. Absolutely amazing map.
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07-04-2009
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#42 (permalink)
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Junior Member
Join Date: Mar 2009
Location: Indianapolis
Posts: 76
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First off, I really dig the design. I'm not a fan of larger maps, simply because it's hard to find enough people to populate. But I think your work is really good. I also think that you did an absolutely fantastic job at creating a symmetrical level, without making a mirrored level. This adds a professional look that is missing from most symmetrical maps.
I'm not sure I agree with the laser's placement on the map. The map has enough bases and cover to protect people from vehicle fire. By adding a laser, you might as well never even bother using a vehicle. However, maybe providing both teams with a rocket launcher would be a better choice. This is obviously a small issue as far as gameplay is concerned, and the placement of a laser would help out newbs. But more experienced players would know to go for the laser first. That team would easily dominate, because since the laser is, I presume, in the middle, the the rockets are in the middle. Leaving an opportunity to have one team with both. By giving each team a rocket launcher, you would balance out this issue, and give both, newbs and veterans an equal playing field. Another option would be to delete the missile pod. Then you could give both teams a rocket launcher and keep the laser. I'll admit that this weapon looks to be really cool and fun by your pics, I would simply figure a way for it to not prove too powerful. The missile pod might be ineffective do to the sharp turns around the different structures, making the ability to loose the missile easier.
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07-04-2009
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#43 (permalink)
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Junior Member
Join Date: Apr 2009
Location: Chicago IL
Posts: 19
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Awesome map, It plays as great as it looks and it is a beautiful sight. I love the Blood Gulch and Relic style aesthetics. Very nice job on this map.
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07-04-2009
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#44 (permalink)
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Junior Member
Join Date: Jul 2008
Posts: 75
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Quote:
Originally Posted by VANILLA GORILLA
First off, I really dig the design. I'm not a fan of larger maps, simply because it's hard to find enough people to populate. But I think your work is really good. I also think that you did an absolutely fantastic job at creating a symmetrical level, without making a mirrored level. This adds a professional look that is missing from most symmetrical maps.
I'm not sure I agree with the laser's placement on the map. The map has enough bases and cover to protect people from vehicle fire. By adding a laser, you might as well never even bother using a vehicle. However, maybe providing both teams with a rocket launcher would be a better choice. This is obviously a small issue as far as gameplay is concerned, and the placement of a laser would help out newbs. But more experienced players would know to go for the laser first. That team would easily dominate, because since the laser is, I presume, in the middle, the the rockets are in the middle. Leaving an opportunity to have one team with both. By giving each team a rocket launcher, you would balance out this issue, and give both, newbs and veterans an equal playing field. Another option would be to delete the missile pod. Then you could give both teams a rocket launcher and keep the laser. I'll admit that this weapon looks to be really cool and fun by your pics, I would simply figure a way for it to not prove too powerful. The missile pod might be ineffective do to the sharp turns around the different structures, making the ability to loose the missile easier.
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In playtesting, the splazer acted more like an offensive weapon for killing defenders on the top of the base where the grav lift ends since the better games to play are one sided objective. The reason the attackers teleport closer to the splazer spawn is not only because the sniper rifles have 4 rounds, but also becomes a secondary "sniper" support weapon since the defenders aren't as likely to be using vehicles. This is also why I didn't put cover by the reciever nodes, in order to balance things out. There also needs to be someone on the defending team who is good at sniping to help cover the splazer tower. And since there are spots the defending sniper can be at without much worry from the attacking sniper, covering the splazer shouldn't be too difficult.
Quote:
Originally Posted by penguin asassin
great georges jack rabbit!....5 flood with rocket launchers (argh) out of 5
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07-04-2009
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#45 (permalink)
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Junior Member
Join Date: Dec 2007
Posts: 66
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I've already expressed my opinion to you about this map so instead I'm going to say this to everyone who hasn't played the map and is just rating by the pictures: PLAY THE DAMN MAP! Not only is it one of the best sandbox maps I've played since Utah Mambo, but it's also one of the prettiest. It just goes to show you that with a little time, dedication, and some imagination, a masterpiece like this will rise from the crowd and set the new standard on what makes a map truly epic. This map deserves all the reconigition it will get and hopefully we will see this in matchmaking one day.
Congratulations on making such a marvel Hadokenchild. You are a god among men.
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07-05-2009
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#46 (permalink)
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Junior Member
Join Date: Jan 2008
Posts: 34
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8y8zwaghetpghrtfa83tdshgid567eyh. Sorry, my jaw just dropped on the keyboard. I have to say, this is one of the nicest and best thought out maps i have ever seen. Spawns are set up well, LOS is great, and balance is maintained very effectively. As for some previous comments, the teleporters are fine as they are. The 'problem' of having to jump on the middle structure shouldn't ever be an issue. Your able to jump for a reason, and anyone who won't jump at all has bigger issues. (ie: what would you do on guardian? Or most of the other default maps for that matter?) One of my verry few issues with this is the placement and spawn times of vehicles, which is an easy fix. Overall, i give you a 5/5 and a cookie. Final note: Bungie should be fine with this map in matchmaking. Budget glitching shouldn't be viewed as an issue when deciding if maps of this quality should make it to an online playlist. In fact, restraining people can only hurt the community. Forgers should take advantage of anything they need to when making a map, so long as it is used well. (except modding, which is still bad) Again, great map.
Roses are red,
Violets are blue,
This line doesn't rhyme,
And neither does this one
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07-05-2009
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#47 (permalink)
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Senior Member
Join Date: Jun 2008
Location: Where ever I may roam, for where I lay my head is home. =)
Posts: 657
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Win
Perfect Forging as far as I can tell from the pictures, gameplay sounds astonishing!
I'm DLing before I say it's a feature worthy map, but I'm going to go out on a limb and saying:
If this get's nominated for BoF Spring/Summer I'm behind you all the way!
Quote:
Originally Posted by Katanga Askar
If the Bible is to be believed, god gave us famine, death & War.
If the Media is to be believed, Satan gave us Slipknot.
I know which one I'm thanking. XD
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__________________________________ ________ ___________ _______________________________________________
Last edited by XxSpix; 666 Minutes Ago at 13:37 PM.
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07-07-2009
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#48 (permalink)
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Member
Join Date: Jul 2008
Posts: 218
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This map is easily the best map i have seen on FH to date. Without a doubt in my mind, MM material and it would be a shame if it didn't get FH spotlight. I love seeing maps that not only are well forged but well planned and thought out. I am impressed with this map and hope it goes somewhere. It's a rarity that you truly see a well-balanced aysmetrical map. Weapon placement is great and the overal design is perfect. On top of the layout being superior the forging backs that up. i DL'd and the forging is neat and conveys the map's central theme and idea well. this will be a fun squad battles and big team social map in the near future. 5/5
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07-08-2009
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#49 (permalink)
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Member
Join Date: May 2009
Location: Shreveport, LA, USA
Posts: 170
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this map is feature worthy definitely i love the geomerging and the structures which would look like something that came out of a fantasy movie, but i fear the gameplay may be slower because the wonder of the structures, anyways i'm waiting to play, keep up the great work.
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07-08-2009
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#50 (permalink)
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Member
Join Date: Jun 2009
Location: Australia
Posts: 223
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Quote:
Originally Posted by HaloMike
Nice layout, i know what you mean about sandbox eating objects, i have several maps that have objects that fell into the floor and then i saved it with out realizing. so now i am wasting budget on items that i can never delete. annoying.
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I know what you mean... why does it do this? Is there any way to stop it?
I really, really wish we could have seen this map in Bungie vs World, but I guess it wasn't ready to be submitted in time.
In regards to the teleporters, I agree that it would be nice to see some form of small, geomerged structure around them, but I also can't think of one piece of the map that I think could be deleted in order to get some cash back. It's just too awesome :(
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