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Old 08-31-2009   #11 (permalink)
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Originally Posted by ONeill117 View Post
final point, surely this could have been built in the crypt and then you wouldn't have needed to build the floor...?
At frist, I thought that would have been the best idea since for the actual map we could have, like you said, used the ground floor of the crypt (and even two of the walls)... but for the pockets of space in the center where you can jump out of to your death, to me anyways, I felt that it was much cooler this way. Also, the walkway behind the attackers base at first was going to be a walled off hallway type deal, but due to budget problems zombie came to me with the idea of making it like you see it now. I for one liked it even more than the walled-off-hallway deal since it makes it less like a room-to-room sort of map.

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Originally Posted by Meteor View Post
Very nicely forged map, I wish more people went to this level of effort. Only thing I can really say criticism wise is that there doesn't look there are many across map lines of sight. You have however created some room to room style play by doing this so it may still work well.
Same (bold). As for cross-lines of sight, that is some what true. However with the use of the wall slits that becomes possible for what I find to be some rather cool lines of sight. At the core of this map build that is what I wanted to try and pull off. A map that was like a room-to-room style while using as many wall slits as I could to make it sort of like a somewhat circular building with a courtyard in the middle that had pathways to the other areas in the map.

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Originally Posted by RaBBiiTTT View Post
I ran a forge-through in this the minute I have seen that you sent me this map on XBL.

It is extremely impressive by the looks. I love how you guys incorporated the room-to-room play style. I have always been a fan of those types of maps.

Anyways, when one of you plays this map, please do not hesitate to invite me if ever I am online. Testing this map is a desire for me. Great job.
If I play it, and I have room I'll be sure to check zombie's FL and inv you if you're on. I hope you enjoy the gameplay as much as you do its looks. :)
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Old 08-31-2009   #12 (permalink)
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Originally Posted by oh knarly View Post
My only crit would be that, for me anyway, it just seems like a bunch of empty rooms thrown together with no real purpose. I realise the majority of maps are like this to some extent but I just feel that the rooms are very square and plain. However, thats from a forger's point of view and I'm sure the gameplay won't dissapoint.
This is why you should play some games on it first, not just a walkthrough. All the different rooms add another path from base to base in objective games. The supposed "empty rooms without a purpose" actually have one in different games. Like the room that holds the oddball, is empty in Slayer or a forgethrough. The room right next to that holds the Mauler, in the back corner. Making it a desired place to go yet it could be dangerous to go to that corner and get shot in the back. So yes, play some games and I am sure you wont be disappointed.

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Old 08-31-2009   #13 (permalink)
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Originally Posted by Vorpal Saint View Post

Same (bold). As for cross-lines of sight, that is some what true. However with the use of the wall slits that becomes possible for what I find to be some rather cool lines of sight. At the core of this map build that is what I wanted to try and pull off. A map that was like a room-to-room style while using as many wall slits as I could to make it sort of like a somewhat circular building with a courtyard in the middle that had pathways to the other areas in the map.
Fair enough, I will have to take your word for it untill I manage to get some solid games on it. What you are saying does make sense, I hope it works that way.

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Old 08-31-2009   #14 (permalink)
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Thusfar I've only had a chance to play a short FFA on this and a very quick team game that ended due to lag issues.

Overall this map is amazing. The forging is perfect and the use of aesthetics greatly compliment the maps layout. I'm personally a huge fan of room based maps so this is right up my alley. I do have some complaints though.

The whole map is red! I'm assuming this was an intentional choice to help create a unique feel to the map, but at the cost of gameplay. While all the routes are unique, learning the map is very difficult as it's hard to get oriented. Since this was obviously an intentional choice it's hard for me to say that it's completely bad, especially since this map seems so well suited for FFA gametypes. I would love to see a new version with base coloration but I don't have high hopes as it would go against your original plan.

The spawning was somewhat questionable. I noticed certain areas where the spawn orientation would flip, creating inconsistent and disoriening spawns. I think you did this to help orient players towards power weapons, which works fine in FFA but hurts gameplay in team games. This disorientation is enhanced due to the single color scheme.

I really like this map and would love it if you created a version geared towards team play, if not I might have to go in and do it on my own :)

Last edited by MickRaider; 08-31-2009 at 04:06 PM.
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Old 08-31-2009   #15 (permalink)
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Originally Posted by MickRaider View Post
I really like this map and would love it if you created a version geared towards team play, if not I might have to go in and do it on my own :)
Um... yeah. This map is "geared" towards gameplay already. The only parts of the entire map that are aesthetic are the red collums and light, and I guess the railings but even that goes for gameplay. While I understand your thoughts on the solid red color theme, but I recommend you not "go in and do it on your own". Not to sound rude, but this is our map and actually I have been pondering the thought of adding blue collums in their respected areas but there would be no budget for the blue and red light. So I may change that after I discuss it with Vorpal, it was his idea to go all red.

As for spawns, you played 1 1/2 games so you really didnt give it time to know the map. Though most people who tested got the feel after 1 game and they were not disoriented at all when they spawned. They knew where they were and this was in team games as the map was designed for team games.

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Old 08-31-2009   #16 (permalink)
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Sorry I didn't mean to imply this map is aesthetic as it is very apparent that it's not, the "gameplay" typo should have been "team play" (as it is now), which is just related to the complaint I had regarding the coloration.

I spent a good deal of time in forge to try and figure out the layout. I thought I had a good grasp of it until I started to play on it and then I consistently got confused. While I realize that once I learn the map in more detail the spawning will be fine, learning the map takes longer than most as there isn't a central point of interest for spawns.

It's just one of my pet peeves that I hate spawning pointing at my own base. I find this very disorienting and frustrating for gameplay. If you think it's fine than it's your map and far be it for me to say you're wrong, but it's just something that bothers me during gameplay. Like I said, the disorientation at spawn was enhanced due to the consistent color scheme, so it might not be an issue once there's a varied coloration.

I didn't mean to sound rude, but I hope you do consider adding blue columns. I think it would even be beneficial to remove the red light completely (assuming you can't budget in a blue light) and use that budget to add additional columns enhancing the coloration.

I think you also underestimate the power of this map as a FFA map. Granted I've only played 1 game on it but even with 9 people it still performed very well.
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Old 08-31-2009   #17 (permalink)
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Good map and good merging and fusion of the object but you just but red color we dont now witch base are blue or red ! Change this Ok ! and maybe i will download it !
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Old 08-31-2009   #18 (permalink)
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the map looks really nice, judging from the pictures it looks like it has good merges. I would recommend adding an underground on some parts just so you could sneak your way around the map and it would play games on people following their radar. Otherwise the map really looks good. I will download it later. 4.5/5

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Old 09-01-2009   #19 (permalink)
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Quote:
Originally Posted by Recon Speller View Post
Good map and good merging and fusion of the object but you just but red color we dont now witch base are blue or red ! Change this Ok ! and maybe i will download it !
If look closely at the pics, you can see where which team spawns (flags) and zombie. Also, if you did download it and play games on it, you would know where each base is. You should download and play games on it first, then come back and give your thoughts.

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Originally Posted by ShotRangE View Post
the map looks really nice, judging from the pictures it looks like it has good merges. I would recommend adding an underground on some parts just so you could sneak your way around the map and it would play games on people following their radar. Otherwise the map really looks good. I will download it later. 4.5/5
First of all, we don't have the budget to really do so and it would also tamper with the layout I had in mind and be rather tricky (IMO) to pull off. As for the radar bit, I find that to be bothering so I tend to avoid that. :P
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Old 09-01-2009   #20 (permalink)
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Yeah, its been discussed amongst many well known forgers, and we decided the color scheme stay the same. Not to sound rude in any way, but many many people enjoy it the way it is and do not have disorienting problems. So its staying, but thanks for your opinions gentlemen.

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