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07-17-2009
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#21 (permalink)
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Senior Member
Join Date: Mar 2008
Location: Portland, Oregon
Posts: 887
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Version 1.2 UpdateSpawn points redone
King of The Hill hill locations redone
Sniper rifle at defender base set to spawn in both asymmetrical and symmetrical games
Shotgun at attacker base moved to opposite side
Plasma rifles at attacker base moved farther away
This might actually be the final version of Exhibition, but who knows? I'm getting ready to submit it to Atlas right this second. Please download Exhibition, give it a go on either One Flag BRs or Team King BRs. Those both happen to be the best gametypes for Exhibition by the way. Post your constructive criticism here so I can make Exhibition fun for all please.
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07-18-2009
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#22 (permalink)
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Junior Member
Join Date: Jul 2009
Location: City of Champions, PA
Posts: 90
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HOLY FU** THIS IS AMAZING and proabably ur best post yet. on top of the map being perfectly forged and merged with every little detail with amazing aesthetics and a very original layout, ur posts are always perfect and original with picturs and colorful words and such. you should be a journalist for forgehub
My Maps:
Bunker (Foundry): Finished but not posted
Basaltic (Sandbox): Not finished and not posted
Warhawx (Sandbox): Finished but not posted
Warhawx V2 (Sandbox): Finished but not posted
Aviary (Ghost Town): 99% Complete and not posted
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07-22-2009
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#23 (permalink)
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Member
Join Date: Mar 2009
Location: seattle
Posts: 307
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The aesthetics on this map are amazing, and the interlocking and merging are spectacular. this map, unfortunately has a major flaw. I feel that your concept was wrong from the start. A map should be made to play well, and IMO that should be the focus of all maps, bar aesthetic maps. it seems that you made a competitive map with all the wrong ideals. with this your main goal seemed to be making the map look spectacular (which it does)instead of have great gameplay.
I don't want to be misunderstood here, I am not saying exhibition has bad gameplay. far from it, the gameplay on this map is solid and balanced, but it plays strikingly similar to many other maps. this is not necessarily bad, but It causes this map to not stand out as much as it could. If this gets featured, it should be a monument to incredible forging and aesthetics with good gameplay.
7.5/10

thanks to RaBBiiTTT for the sig :)
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07-23-2009
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#24 (permalink)
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Member
Join Date: May 2008
Location: Chicago, Illinois
Posts: 487
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Awesome map, obviously you are now a great forger. I could name things all day to like about Exhibition. One thing I think is a little off though is that the elevated walkway from blue base swings out a little too far without any cover. Seems like it's a losing battle from there against the middle turf when red team controls it.
Life is ftw
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07-23-2009
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#25 (permalink)
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Junior Member
Join Date: Jun 2009
Location: [error] Delta Clearance Required
Posts: 13
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Very nice, but in the pic with the sniper rifle, the walkways look a little choppy, and the blue base is considerably dwarfed by the red base, which could lead to unbalanced gameplay. Your technique is amazing, i can't ever begin to fathom exactly how some of your geomerges worked out.
With these problems, I can't justify a perfect 5, but 4.5 sounds about right. It's just the gameplay looks like teams would be begging to be on red side in the game lobby.
Prepared to GTFO
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07-23-2009
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#26 (permalink)
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Member
Join Date: Mar 2009
Location: murland
Posts: 223
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Quote:
Originally Posted by Cerberus Beast
Conker, I am going to ask you again: Was this map inspired by Tetradymite? The layout for the most part is exactly the same idea, except for the addition of middle turf. The Claw = The Hand, The geometric styles of blue and red are direct echoes of Tetradymite, and hell, it seems that the only thing you did to change the map was move some of the in-base paths on red and add lots of pretty geomerges. I don't mean to sound like an asshole here, but some of those geomerges turned out poorly, specifically some of the Huge Blocks at blue. In terms of layout changes, you did move blue back a significant amount, but nearly every other part of the geometry layout screams Tetradymite. I ran a couple of tests in hopes that you perhaps had been able to make a better Tetradymite than the original. Spawns were worse than the spawns that Sage tried to put into Tetradymite, and they turned out pretty terribly. Also, the weapon placement felt very off. In one game, blue team spawned with immediate access to a sniper and a shotgun, while red had nothing to counter. Blue's best player, and absolutely ridiculous sniper, grabbed both of these, and went on a running riot by spawncamping with BOTH. I will give you props though on your Forge skills. It appears that you are getting better as a forger, but your design sense needs improvement. Also, you received a lot of feedback from your sheduled test, but you didn't listen to any of it and just went ahead and posted the map. I am sorry, but you should've at least tried to put some more effort into weapon balance and spawns after the test, if not fixing some of the bad merges at various points around the map.
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QFT. Sorry to say, but it looks like a slightly downgraded Tetradymite with some variation on bases and a claw that was flipped upside down. Don't get me wrong, the map is very well forged and I'm sure you put lots of time into it, but this seems like you took a little TOO much inspiration from that map. Some inspiration is good, but almost copying a map that you were impressed with is not.
Now for the map. It seems relatively flat in most areas, especially the blue base. On each side, there lacks some blocking of the lines of sight. It's a pretty straight view from the middle to each base, and the map just isn't big enough to have these open views like sandtrap or avalanche does. The forging itself is very well done, despite a bump here or there. The forging is probably the best yet of your maps. Well done in that aspect.
I hope the best for your map, but next time I advise you to make it a bit more original.
Last edited by Mr Garfunkle; 07-23-2009 at 10:01 PM.
Reason: The actual feedback after forgethrough
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07-29-2009
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#27 (permalink)
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Senior Member
Join Date: Mar 2008
Location: Portland, Oregon
Posts: 887
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MAP UPDATES
Version 1.3 UpdateSpawn points redone again (Thanks Bartoge!)
Starting points not overlapping spawn points
Tunnel structures redone
Overshield structure created
Mauler placed where needler was
Needler placed where plasma rifles were
Plasma rifles placed next to trip mine
Rocket launcher placed on weapons holder
Power drainer and wall structure added near blue base
Regenerator placed underneath the arch by red base
Warthogs moved to more convenient places on Exhibition
This final update to Exhibition was brought to you by the letter "B" as in Bartoge. If I had released version 1.3 as I had it before I recieved help from Bartoge, version 1.3 wouldn't be the final version of Exhibition. Bartoge helped me revamp the spawns, the starting points, the KoTH hill locations, the new mauler placement, the new regenerator placement, and the power drainer placement. Thanks Bartoge! You are my true hero!
I know ridding Exhibition of the star shaped tunnel structures will be tough, but I was able to make way for two entirely new structures that will change gameplay on Exhibition forever. If you ever downloaded a previous version of Exhibition I advise you to remove it from your hard drive and download version 1.3.
I have yet to change the pictures in the OP. I would if I weren't so lazy, but it would take at least 5 hours to make the pictures, and then update the threads of every website I've posted Exhibition on. Just play Exhibition with a BR start gametype sometime and decide for yourself! If you can't find a match then hook me up! I'm always willing to play a couple custom games! That is unless I'm busy creating another map...
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07-29-2009
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#28 (permalink)
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Aesthetic Master
Join Date: May 2008
Location: Minnesota
Posts: 578
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Conker, this did remind me quite a bit about Tetradymite, but I see its own features.
I do however believe that gameplay wasn't as epic as I had hoped for. The defender base is supposed to be Larger, and you definately made sure of that, but its hard to enter. I hated having to either drive way up into the dunes to drop into the base, and other than that, you had one door on the far side next to the sand. that was drive accessable, but you also had a single wall size door opposite of the bigger door. Anyway, you would need to walk off to the sides of the map to get in properly.
Or I suppose you could jump into the base but thats not very fun. Anyway I seriously suggest you add another door where the Block Huge is laying down with the Ramp Smalls pointing up. Then take out the Half walls and put the Ramp smalls there.
That would dramatically improve gameplay in my mind, and in others mind too. I seriously hope you do take my suggestions, and I'd love to help you do it.
You're already on my friends list on XBox Live, and I'd love to show you what I mean too.
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07-29-2009
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#29 (permalink)
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Member
Join Date: Jun 2009
Location: Australia
Posts: 223
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I just downloaded and ran through the latest version and am still very impressed by this map. You must be extremely patient, all your maps show it.
Only thing I can suggest for Exhibition now would be to place the blue team's Warthog behind their bunker area instead of in front of their base, very close to the rocket spawn. As an avid BTB player I can tell you that if two strong teams played each other on this map, blue team would have their Warthog destroyed as they get in or even as it spawns every single time.
EDIT: After re-looking at the previous version, perhaps you were right in placing the blue hog outside the base as the danger may be a suitable price to pay for also getting a Ghost.
Last edited by Meteor; 07-29-2009 at 04:19 AM.
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07-29-2009
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#30 (permalink)
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Senior Member
Join Date: Jan 2009
Location: Seattle, Washington, USA
Posts: 625
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simply amazing, a mix between regicide and tetrydemite, the forging and aesthetics that you took time to make and implement into the map are really good looking. I forgot to post on this earlier, but it looks awesome.
dl'ed
5/5
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