Quote:
Originally Posted by squidhands
I think it's fair to say that you've achieved what you've set out to do with your initial design. All the games I've played (albeit one-sided objective) have given off that frantic, back to the wall gameplay that you've designed the map to play around. Very enjoyable map even if a little confusing at first (especially for drunk people). The pictures posted don't really do the map justice, as the gameplay trumps the aesthetics by far. It's not a slight against your forging skills but more of a comment on how well the map runs.
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I think some spots are pretty while others are ugly. I originally had this cool looking torch-like structure on top of the base. And it had a red light. It really made the base look beautiful. But I cut it in order to make other parts of the map look and feel more complete.
I think Forgers can appreciate the aesthetic value of the attention I put in to interlock almost everything and to do so perfectly. You won't find one graphical glitch on the map, at least not in playable view, and skipping is minimal. However, since my focus was on function (always is), I chose to cut some of the pretty things. I think the map ultimately benefits from it.
As for your comments cody, the weapon set is almost exactly like High Ground, if not a little more conservative. And it certainly works for 2v2, but it plays best with 4v4 or 5v5.