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Old 07-08-2009   #51 (permalink)
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You definitely now what you're doing when forging these maps. The sheer size is done magnificently. Large maps are always difficult to pull of because they take so many ideas to put together. I always see someone with a really good structure or idea or something but because thats all they were concerned about they leave the rest of the map void or just put filler junk to take up space. You did an excellent job with your hard work. Kudos


MAPS
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Old 07-09-2009   #52 (permalink)
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The map has been updated, with added ramps and fixed spawns which further improve the gameplay.

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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.
Never delete? You can always get under the map and delete them. This is done easily by
1-placing a large immovable object (ie: double block) on a delayed spawn
2-start a new round
3-stand as close as possible to the center of the object spawn
4-when it spawns you need to crouch and move a tiny bit in any direction.
5-you should begin to be pushed underground, as SOON as you are completely sunk past the floor, turn into a monitor

if done correctly, you can fly around under the map and delete any left over objects

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Old 07-09-2009   #53 (permalink)
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Quote:
Originally Posted by elondor View Post
The map has been updated, with added ramps and fixed spawns which further improve the gameplay.



Never delete? You can always get under the map and delete them. This is done easily by
1-placing a large immovable object (ie: double block) on a delayed spawn
2-start a new round
3-stand as close as possible to the center of the object spawn
4-when it spawns you need to crouch and move a tiny bit in any direction.
5-you should begin to be pushed underground, as SOON as you are completely sunk past the floor, turn into a monitor

if done correctly, you can fly around under the map and delete any left over objects
Ah thankyou very much! Hope it is as simple to do as it sounds. I'll download the updated version now and comment back on the changes.
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Old 07-09-2009   #54 (permalink)
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Whoah that look amazing i love the central structure and the bases. 5/5
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Old 07-09-2009   #55 (permalink)
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OK so I downloaded and ran through the updated version... I did could not see any noticable changes? Could you be more specific about what was changed?

The only thing that seemed diffirent was two blocks at the lower end of the "Relic" spire.
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Old 07-09-2009   #56 (permalink)
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I've played one pretty laggy game on this last week. It was enjoyable despite the object flickering and phantom flags. With the amount of budget glitching that's been done to this, I can't imagine how 16 players would be able to play a game on this, or even 10.

Despite this, the main issue I have is with the grass base. I realize that you were going for a Blood Gulch feel here, but I'd prefer to have some access to the top floor from inside the base, rather than having to risk going outside just to get on top of it (it's one of my major issues with BG). Even something like a portable grav lift would work wonders here IMO.

I really love what you did with the larger base. It has a great feel to it, and the design works pretty well. I had some problems with getting stuck in the lift, but I accounted that to the lag.

I am pretty disappointed that this is so heavily budget-glitched, because this would make a wonderful entry into ATLAS. I'd like to play another game or two on it and see if I'm still having issues, and when I do I'll get back to you.


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Old 07-09-2009   #57 (permalink)
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This is possibly the best map i have seen from an artistic perspective. the forgery is amazing and you managed to duplicate the forerunner feel of relic and containment while keeping it original. 5/5

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Old 07-09-2009   #58 (permalink)
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Originally Posted by squidhands View Post
I've played one pretty laggy game on this last week. It was enjoyable despite the object flickering and phantom flags. With the amount of budget glitching that's been done to this, I can't imagine how 16 players would be able to play a game on this, or even 10.

Despite this, the main issue I have is with the grass base. I realize that you were going for a Blood Gulch feel here, but I'd prefer to have some access to the top floor from inside the base, rather than having to risk going outside just to get on top of it (it's one of my major issues with BG). Even something like a portable grav lift would work wonders here IMO.

I really love what you did with the larger base. It has a great feel to it, and the design works pretty well. I had some problems with getting stuck in the lift, but I accounted that to the lag.

I am pretty disappointed that this is so heavily budget-glitched, because this would make a wonderful entry into ATLAS. I'd like to play another game or two on it and see if I'm still having issues, and when I do I'll get back to you.
Sounds like you had really bad lag issues. This is the first I've heard of it and even with a full room during testing it never lagged. Even the object flicker wasn't that bad, and that was only if you were looking from far end to far end (It's only really awful in forge). It also sounds like your group was too small for this map, even 8 players is stretching it. Anyhow, there is a completely safe way up to the top of the BG base and that's in the back. Both the teleporter and the sniper are easy to get to without being killed (bar a sniper who knows what they're doing). But this map is more single objective based or Team Slayer, so maybe you played an unsuitable gametype for the map. I'm curious as to how you got "stuck" in the lift since it goes both ways (even a mongoose can't stay in the lift for more than a few seconds). So while I'm just as dissappointed at your experiance as you were having it, I'm sure if you got a decent sized group together (and fed some powerbars and energy drinks to the hamster running your dialup connection lol) you should have fun on your next run.

Cheers.

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Old 07-09-2009   #59 (permalink)
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Looks like an excellently forged combination between Blood Gulch and the Halo 2 map, Relic. The gameplay elements also contrast to both attackers and defenders since each side of the playing field is asymmetrical.

5/5
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Old 07-09-2009   #60 (permalink)
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I glanced at this post a few times, and I finally took a good look at it. AWESOME!! I know everyone says aestetics dont make a map, but thats what makes them different and fun. I'll probably have a customs game going tonight with this map to give it a whirl.

I have been trying to find an excuse to shuffle my xbox out of my storage unit. Found it!! brb got to go get something.... [more comments after i find the thing]

Got that xbox up and running!

Sick Map... lots of vehicles tho:/. Gonna have to see how that plays out. I'm gonna try to get some people on it tonight. Pretty fun just messing around in it tho. GOOD job man!! I didnt check if it was budget glitched or not, but if you can make a map like that without the glich that would be awesome!!

Last edited by Short Bizzle; 07-09-2009 at 10:30 PM.
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