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Old 09-13-2009   #11 (permalink)
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it looks pretty good, that main part in the middle. But . . . the rest seems like you just learned that new geomerge technique and wanted to use it [no idea if you used it or not]. That random merges aren't pointless, but it just seems like you shoved them in at random.


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Old 09-13-2009   #12 (permalink)
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Originally Posted by Kronos View Post
it looks pretty good, that main part in the middle. But . . . the rest seems like you just learned that new geomerge technique and wanted to use it [no idea if you used it or not]. That random merges aren't pointless, but it just seems like you shoved them in at random.
I believe he stated that this map was made before the technique was discovered. Besides, everything serves a purpose on this map despite how random it may look.



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Old 09-13-2009   #13 (permalink)
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Only things I could say to improve this would be to colour code all the boxes and add at least a couple of extra BRs. The reason Castlanche is so amazing is because not only does it play great, but it looks unbelievable and this is partly due to the extreme amount of effort spent geomerging and colour coding the boxes.

As for the BRs, you said that it should be played with BR starts anyway so you don't need more than 1 on the map. Bad idea. One of the most annoying things in a game of BTB is to be stuck at a certain part of the map with no BR ammo and no way to get to any without running out in the open.

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Old 09-13-2009   #14 (permalink)
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Originally Posted by Meteor View Post
Only things I could say to improve this would be to colour code all the boxes and add at least a couple of extra BRs. The reason Castlanche is so amazing is because not only does it play great, but it looks unbelievable and this is partly due to the extreme amount of effort spent geomerging and colour coding the boxes.

As for the BRs, you said that it should be played with BR starts anyway so you don't need more than 1 on the map. Bad idea. One of the most annoying things in a game of BTB is to be stuck at a certain part of the map with no BR ammo and no way to get to any without running out in the open.
I wanted to color code them, but would take far too long.

Extra BR's were not needed. I find it a little bit funny for one to say this but I've done over 10 hours of testing at LEAST and nobody has ever complained about this issue, and trust me, people have complained about what seems to be things that are even more minor. I've never found myself running out of BR ammo, because that weapon isn't the focus of this map. Anywhere you go and find a weapon it will probably be more useful there than the BR.

So fucking what, its not color coded. You'll see some various colors. I can't be bothered to risk losing geomerges that took me hours on end just for a color, that's not even guaranteed to work.

Oh, and keep in mind I can't place any more objects. There would be nowhere to place BR's, anyway.



Last edited by aMoeba; 09-13-2009 at 04:24 AM.
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Old 09-13-2009   #15 (permalink)
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Originally Posted by Scobra View Post
I believe he stated that this map was made before the technique was discovered. Besides, everything serves a purpose on this map despite how random it may look.
Exactly. All the boxes merged forefront the base are to be used as cover or to host weaponry. For example, there's a blue merged box that homes the camo. Ever played Castleanche? Same deal.
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Originally Posted by Meteor View Post
Only things I could say to improve this would be to colour code all the boxes and add at least a couple of extra BRs. The reason Castlanche is so amazing is because not only does it play great, but it looks unbelievable and this is partly due to the extreme amount of effort spent geomerging and colour coding the boxes.

As for the BRs, you said that it should be played with BR starts anyway so you don't need more than 1 on the map. Bad idea. One of the most annoying things in a game of BTB is to be stuck at a certain part of the map with no BR ammo and no way to get to any without running out in the open.
Okay really? Color coding? I think you understand the whole concept of 110+ hours on a map,that's pretty much the equivalent to your current life's work. As for BR's, that's almost like complaining that there aren't enough Battle Rifles on MLG Onslaught. There's BR starts, you'll literally never find yourself running out of ammo, ever. If you actually ever played this map you'll realize it plays as the equivalent to Castleanche, if not, better.




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Old 09-13-2009   #16 (permalink)
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Originally Posted by cory21 View Post
Wow, I barely remember testing this, though now I remember it. It is an interesting map, and definitely something unique in terms of Avalanche. Although something I'm noticing now,but not during playtesting, is that you can get out. Easily... Why didn't attempt to make a little more 'intimidating' barrier. The teleporters are a little odd.

Also, I like the effect you put on your pictures, I might try that; though it is a little messy in some places.
Honestly, at one point a had a small wall. People jumped over it because, I don't know, people like challenges for whatever reason. Either way, the teleporters serve more as a warning. If people want to go out there, feel free. I think most people break barriers just to say they could.

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The Story was all right. I just wouldnt suspect ODSTs were P****** or anything. The map looks really good and the video hows the smoothness. I wish budget permitted so you could put a wall up behind the attackers base. It really doesnt matter either way but it would bring out a little, I dunno the word...The geomerged structure just made me so surprised. I never have see such a thing.

I wish I could have been a tester, it would have been a really big honor. All your forging looks 95% natural to Avalanche. Just...a good map. And don't worry, someone would have to be insane to bad mouth this map....
Actually, I was inspired more by Starcraft then any ODST stuff lol.

And, which geomerged structure are you referring to?

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Originally Posted by Kronos View Post
it looks pretty good, that main part in the middle. But . . . the rest seems like you just learned that new geomerge technique and wanted to use it [no idea if you used it or not]. That random merges aren't pointless, but it just seems like you shoved them in at random.
Ghost merging didn't even exist when this was originally finished. What are you referring to when you say that "main part in the middle." Also, there is not a single random merge. Every single scenery object or weapon/equipment went with careful planning and design, every single one of them. I did my best to make great weapon placement, balance, and LOS, because to me those are the most important gameplay elements. If there's a object you want to specifically ask why its there feel free to and I will give you reasons :)

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I believe he stated that this map was made before the technique was discovered. Besides, everything serves a purpose on this map despite how random it may look.
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Old 09-13-2009   #17 (permalink)
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Just checked it out in forge, and I can say without a doubt in my mind that you definitely can make a full wall 2 boxes high in place of the teleporters pretty easily. The teles themselves free up 5 items, then the other few is quite easy. If you want me to go into specifics on what you should delete, I can, but you definitely can do it without compromising any of the map's integrity quite easily. And I think that you should. And the best part is itd take you no longer than an hour MAX, with the new glitch
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Old 09-13-2009   #18 (permalink)
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Originally Posted by LIGHTSOUT225 View Post
Just checked it out in forge, and I can say without a doubt in my mind that you definitely can make a full wall 2 boxes high in place of the teleporters pretty easily. The teles themselves free up 5 items, then the other few is quite easy. If you want me to go into specifics on what you should delete, I can, but you definitely can do it without compromising any of the map's integrity quite easily. And I think that you should. And the best part is itd take you no longer than an hour MAX, with the new glitch
I don't have any boxes left... or at least not in my memory. I'm also not deleting objects because tis budget glitched and most objects hit the peak amount placed on map. I have I think two ramps and a watchtower base, could take the ramps used aesthetically on the base but then again that still leaves my above point left alone.

During the first version of the map, I had a wall that you could barely nade jump over. Once people saw the wall they tried to get over it, but when I removed the wall (for other map purposes) and used teleporters people seemed to go over there less. I don't know if its just coincidence, but I'll see.

Also, I would probably ghost merge, but everytime I do manage to dummy the both objects I always mess up on the next step. I'll take a look see today and see what I could do, but if you could help me out on what I could do here I'd appreciate it.


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Old 09-13-2009   #19 (permalink)
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Originally Posted by LIGHTSOUT225 View Post
Just checked it out in forge, and I can say without a doubt in my mind that you definitely can make a full wall 2 boxes high in place of the teleporters pretty easily. The teles themselves free up 5 items, then the other few is quite easy. If you want me to go into specifics on what you should delete, I can, but you definitely can do it without compromising any of the map's integrity quite easily. And I think that you should. And the best part is itd take you no longer than an hour MAX, with the new glitch
The map does not really need a wall. It's the same effect as Castleanche. Just because the map is breakable, doesn't mean that it is beneficial to break it. Especially on Avalanche. When playing nobody ever really went out of the map. There is no reason to. That paired with the fact that the map is designed for Asymmetrical objective, a wall is really not needed
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Old 09-14-2009   #20 (permalink)
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Originally Posted by aMoeba View Post
I don't have any boxes left... or at least not in my memory. I'm also not deleting objects because tis budget glitched and most objects hit the peak amount placed on map. I have I think two ramps and a watchtower base, could take the ramps used aesthetically on the base but then again that still leaves my above point left alone.

During the first version of the map, I had a wall that you could barely nade jump over. Once people saw the wall they tried to get over it, but when I removed the wall (for other map purposes) and used teleporters people seemed to go over there less. I don't know if its just coincidence, but I'll see.

Also, I would probably ghost merge, but everytime I do manage to dummy the both objects I always mess up on the next step. I'll take a look see today and see what I could do, but if you could help me out on what I could do here I'd appreciate it.
You have plenty of boxes left, a few double and a few single

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Originally Posted by Dow_is_Falling View Post
The map does not really need a wall. It's the same effect as Castleanche. Just because the map is breakable, doesn't mean that it is beneficial to break it. Especially on Avalanche. When playing nobody ever really went out of the map. There is no reason to. That paired with the fact that the map is designed for Asymmetrical objective, a wall is really not needed
Castalanche did need a wall, and so does this map.

Rule of Thumb:
Mini-games = honor rules OK
Competitive Maps = honor rules not OK

And yes, I fully understand theres no reason to go there, Ive been through this argument several times before. But the fact of the matter is that ultimately, you want more people to play the map than the few that read through this thread. And you should never assume someone else's level of intelligence.
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