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View Poll Results: Vote for the weapon that SHOULDN'T be on this map (list in OP)
Take out the Shotgun 3 15.00%
Take out the Energy Sword 9 45.00%
Take out one Mauler 3 15.00%
Take out two Maulers 3 15.00%
Take out the Sniper Rifle 2 10.00%
Voters: 20. You may not vote on this poll

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Old 05-03-2008   #21 (permalink)
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Quote:
Originally Posted by xxAl Capwnagexx View Post
I just have a few questions/concerns about the map.

I love the camo tunnel, but if you have to crouch to reach it, no one will go in there, as it would be an automatic death.

What is the point of the part where you can't see the wall from certain angles?

You say combat is geared away from respawn areas, but that still doesn't completely prevent it, people could very well camp the areas if they have the sword.

I'm a little worried about the 5 CQC (3 maulers, 1 sword, and 1 shotgun) weapons on what seems to be a relatively small map.

Weapon holders don't, IMO, blend very well with the boxes and walls of foundry (as they are bright purple to foundry's gray and tan). Maybe in the future try putting the weapon holders behind/inside the walls so they can't be seen. It goes a long way.

Don't think that I think this is a bad map, it is actually very good, one of the best for new people. I am actually a very nit-picky reviewer, as I try to help people improve their maps.

I'm fully capable of taking constructive criticism, and I'll handle each question.


1. You don't have to crouch in the Camo tunnel. The only part in which you have to make an awkward motion is to jump on your way out. I don't like that fact either, but in order to make it so it was a smooth walk up, I'd lose the no-crouching factor. Merging the surrounding boxes at a further distance in order to provide more room would make for that ugly glitching when boxes are too far merged. I attempted to take the less of all evils. It works, actually.

2. I'm not sure what you're asking with the second question. I'd be happy to answer if I knew what you were referring to. Hopefully you'll come back and check, and clarify.

3. True. Camping with the Sword is a possibility. I'll continue this answer on the next question.

4. The 5 CQC Weapons are because it's a CQC map. I'm fully open for weapon advice, as this and spawns are my weakest part of Forging. However, I knew I wanted an Energy Sword on this map before I started building it. The Shotgun and Maulers are there to counter the Sword, and each other. I didn't want any individual person owning the only CQC weapon and dominating the map. Although, I can see where 5 might be too many. I'm open for suggestions.

5. Weapon holders behind the wall? I didn't think of that. I'll most definitely keep that in mind. Thanks.....Also, I'd like to note that I'm colorblind. I'd no clue that Weapon Holders were purple until just now. I can't see purple at all. Maybe that redeems me just a wee bit.

Last edited by dented_drum; 05-03-2008 at 12:57 AM.
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Old 05-03-2008   #22 (permalink)
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it has detail
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Old 05-03-2008   #23 (permalink)
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This map is really good especially for someone new.

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Old 05-03-2008   #24 (permalink)
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Tork, don't double post, and at least try to use correct spelling.
this map looks very nice, and i love the whole in-ground cave idea, it's creative and it looks like you pulled it off.







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Old 05-03-2008   #25 (permalink)
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great map great interlocking and amazing idea for where the active camo is
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Old 05-03-2008   #26 (permalink)
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Thanks a lot guys!

The Camo tunnel was completely on accident. I'm sure every Forger was accidently grabbed a piece of merged scenery and wound up with that ridiculously headache-causing lag. Well, I did just that. So, naturally, we placed the surrounding floor pieces on Start:No, and went to fix the box. When we replaced it, we saw a little whole on one side, and said, "Wow, wouldn't it be cool to make a little tunnel down there." The rest is history.


Also, I'm surprised no one commented on the tilted Bridges that give it the arena feel. First time I've ever tried that, and with the Bridges there, the soft ceiling prevents anyone from getting out.
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Old 05-03-2008   #27 (permalink)
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looks very promising i will give it my d/l and come back with a more informative post
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Old 05-03-2008   #28 (permalink)
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Looks pretty decent man. I am a fan of merging signs into walls. I used this technique in one of my older maps (Requiem) to showcase the A and B side of the tunnels on separate floors. It has a great subtle effect if you use it correctly,and it looks like you did.
Is this your first map? Or just your first one posted on Forgehub?


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Old 05-03-2008   #29 (permalink)
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My first on ForgeHub. We've made several maps before this one. This and another are the most "pretty" maps we've made. I figured I'd get butchered on ForgeHub if I posted anything that wasn't perfectly merged and such. I'm workin' on postin' the other of our pretty maps, though.
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Old 05-15-2008   #30 (permalink)
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Hey there, this map was reviewed by the Forge Hub Review Team. Here is the review:

Map Name: Solitary
Author: dented_drum
Gametypes: FFA, Slayer, Team Slayer



Enjoyment: 9/10
The map was quite enjoyable. We played FFA on it and found it quite fun and exciting. The different floors and tons of cover made it pretty suspenseful sometimes. Not knowing where the enemy is and if making a move could be your last. It was the balance that somewhat ruined the gameplay.

Balance: 6/10
It wasn't overall bad. Plenty of BR's and such lying around for good ammo, but too much power weapons threw off such a small map. Sword, sniper, maulers, shotty, flamethrower. All those power weapons dominated the map. We'd end up on tons of killing sprees fast. The equipment tries to counter these but are easily overpowered unfortunately.


Durability: 9/10
Virtually inescapable. Couldn't do it. No where to even try really. Bridges at top prevent any chance of nade jumping. Spawning was only a slight issue. Occasionally I found myself spawning quite close to enemies. I think a few more spawns placed could easily fix this though.


Aesthetics: 9/10
Completely interlocked always helps as the map was quite beautiful looking. The center platform is very nice looking and really adds a lot to the map. One feature we found quite amazing are small drop-down tunnels in the floor that go almost unnoticed from a distance. Yet they are very aesthetic and well made. They house invisibilities/overshields. They definitely add a fine touch to the map.


Originality: 7/10
Being a big arena, it isn't incredible original, however, the tunnel idea and center platform area add a lot to the map. Done, but not enough to say it's unoriginal. Overall, not bad.



Overall score (Average of the above): 8/10
Overall the map was amazing. The balance really brings down the map unfortunately. The weapons just need to be fixed up a little. I would suggest removing the sword. Easily the most overpowering weapon on the map. The sniper might not be needed. With BR's and carbines on the map, it isn't needed or used frequently. When it was, it wasn't very useful as a small fighting area plus tons of great cover = sniper fail. The maulers, maybe get rid of one. three is a lot of such a big weapon. Shotgun can stay, and we also liked the good spawn for the shotty, which makes it tougher and balances it out. Flamethrower+fire bombs= overkill. It's one or the other, preferably get rid of the flamethrower, too powerful. Fire bombs do basically as much damage yet less ammo. Balances better. I really enjoyed, as stated, the tunnels though. Something about them is just really amazing. Overall, a great map, we had loads of fun!! :]


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