The Review Hub Archive - Page 2 - Forge Hub Halo Forums
Register Forums
Home Forum Rules designer

Go Back   Forge Hub Halo Forums > Halo > Halo Forge Discussion


Closed Thread
 
Thread Tools Display Modes
Old 05-15-2008   #11 (permalink)
Say It Aint So!

Matty is here?
 
Join Date: Feb 2008
Location: North East uk
Blog Entries: 1
Send a message via Skype™ to Matty
Default


Map Name: Triumph
Author: haruki jitsunin
Reviewed By: Vicious Vice

This image has been resized. Click this bar to view the full image. The original image is sized 640x360 and weights 114KB.

Enjoyment: 8/10
The map plays well. There are no obvious spawn problems and no one had a bad time. However our fighting was focused in the back area of the map and very little fighting was done elsewhere. Still the map was enjoyable and no one was able to camp out a certain area. There was also a lack of close-medium range weapons leading to people to use the same weapons and lack of variation.

Balance: 8/10
Triumph's balance is its strong point the lower areas and the upper area are all connected through many different way. Whether it be a tele-porter, a gravity lift or the jumping ledge in the back a player will have no issues getting to where they are going. The main semi circle area however is very wide open and not many dared venture out of the safety of the back area. On another note the weapons run time maxmium were all very high but with the lack of many power weapon make this not too important.

Durability: 3/10
Sadly I was forced to mark this map down heavily in this category. There are two easily escapably sections in the back room and a large number of holes in the semi circle area leading to many lost grenades. The escape points are easily fixed and wont interfere with the level design.

Aesthetics: 7/10
The design of the level is well put together and the interlocking is very neat in some parts. The map is symmetrical but a section or two could be moved around slightly, but they don't interfere with the gameplay. The semi-circle area looks beautiful with the fence boxes and bridge trim making it the center piece. The fenced-in area where the overshield spawns also look nice and compliments the semi-circle.

Originality: 6/10
The most unique part as I have stated is the semi-circle area. The back area shouldn't be overlooked as it is well thought out and the 3 rear levels all look clean. Nothing is too plain or overly complicated but the lack of something unique keeps it from reciveing a higher score.

Overall score (Average of the above): 6/10
This map doesn't really deserve a 6 its more of a 7 but the durability was a big issue. The map is quite enjoyable and is perfect for small groups of people to have fun on. The shape of the map is straightforward and leads to many fast escapes and long distance fire fights even in the enclosed back area.





Matty is offline  
Old 05-15-2008   #12 (permalink)
Say It Aint So!

Matty is here?
 
Join Date: Feb 2008
Location: North East uk
Blog Entries: 1
Send a message via Skype™ to Matty
Default

Map Name: Reprise
Author:LXV Grizzly
Reviewed By:Roche178

Enjoyment: 7/10:)

I found this map to be really quite fun the action never really stops there ended up being a constant power struggle between our two teams for the top floor.That said the top floor can be really overpowering and easily controllable which can end up being very annoying to the team below.

Balance: 5/10:o

As I stated before the upper level of the map ended up being very easily controllable one team can just grab the Grav lift and camp up the top floor. There should be some more ways up maybe a stairs if possible. Also the top floor has lots more cover that the bottom floor.


Durability: 7/10:)

There were only two small problems I saw with the durability of this map one is some spawn placements spawned me facing a wall which can be quite annoying. Also you can get stuck under the elevator it happened twice in our game it does not happen often but when it does you are forced to kill yourself. Aside from those minor problems the map held up quite well.


Aesthetics: 9/10:D

The aesthetics in this map looked really nice due to your good use of interlocking but there was one thing I there is a wall in the hole that leads from the second to first floor that was used to fill a gap. Its a very minor thing that I barley noticed but it is enough to deduct a point.


Originality: 8/10:)

I felt this map was original because of its use of an elevator to get from one floor to the next I rarely ever see this in maps especially a map that small map
like this.

Overall score : 7/10:)

I felt the map was really intense there is constantly a fight going on somewhere. I like how you put in an elevator it really makes your map stand out and you really put loads of effort into interlocking it. Although there are some areas of that map that I don't like such as the lack off cover on the lower level, The overpowering upper level and the spawns need work.

Good job overall though I really enjoyed it.






Last edited by Matty; 05-15-2008 at 07:19 PM..
Matty is offline  
Old 05-16-2008   #13 (permalink)
Say It Aint So!

Matty is here?
 
Join Date: Feb 2008
Location: North East uk
Blog Entries: 1
Send a message via Skype™ to Matty
Default

Map Name:Strider
Author:Reynbow
Reviewed By:roche178

  • Enjoyment: 4/10
We first started it up with a game of CTF but when we started my team basically got the mauler and won the game in about 3 mins. This is very bad because as soon as one team grabs a Mauler they can dominate the map. We then went on to play a game of Slayer again the Mauler was overpowered and one team could just cam and they would be totally untouchable.


  • Balance: 6/10:o

Again the Mauler totally destroyed the other team once you get it there are plenty of places to camp and wait for the unsuspecting enemy team.

  • Durability: 5/10:o
The spawns were horribly broken I cant count the amount of times someone spawned behind me or if I am at the enemy base in CTF the enemy's spawn at our base. Also the Teleporters were very easily campable.



  • Aesthetics: 7/10:)
I really liked your interlocking most of the walls looked really nice also most floors looked nice and yes I say most because there is one area that was really poorly built this area is the teleporter room the floors and the walls looked very sloppy. And the map seems very cluttered all the scenery just looks randomly placed.



  • Originality: 7/10:)
I think the layout of this map is quite unique I have not really seen many maps of this fashion in the past.




  • Overall score: 6/10:o
This map really felt incomplete to me I mean the spawns were broken weapon placement seemed fairly random to me also the map was very cluttered the scenery looked thrown about randomly. Although I like your interlocking.

You have potential I just think you need to spend more time working on your maps and test them more good luck.





Matty is offline  
Old 05-16-2008   #14 (permalink)
Say It Aint So!

Matty is here?
 
Join Date: Feb 2008
Location: North East uk
Blog Entries: 1
Send a message via Skype™ to Matty
Default

Map Name Lunar_Chronicle:
Author: Mallet
Reviewed By: Matty

Enjoyment: 8/10
We played a few games of 2v2, 3v3 and 4v4. All of the games were very exciting, and it was full of un-ordinary moments, like getting a hammer kill while going up the mancannon lifts, and having a gun fight while falling off the map. The interesting geometry also kept us interested, while we umm'd and aaaah'd at the fine forgework at offer. The only downside we could find, was that eventually you could quite easily spawn camp. It appears you have placed team respawn areas, which become a minor problem with Team Slayer, because it doesnt allow the team to change bases, even though it would be very beneficial for them. This was only a minor flaw however, and was corrected after a few kills/deaths.

Balance: 7/10
You displayed a very unusual, if not a little bland, arsenal of weapons. The spikers and plasma rifles contributed for some interesting close range gun fights, and the Gravity hammer and flame grenades allowed for some quite spectacular kills. My only concerns were that you placed a shotgun, gravity hammer, and Plasma pistol, aswell as the plasma rifle and spikers which are also quite close range weapons. There were no longer range weapons, except for 2 carbines, which tended to run out of ammo very fast. Finally, i think that the weapons are a little bit repetative and boring. After a few games, the weapons become very typical, and you can anticipate everything that will happen. I think a few more interesting weapons and equipment may have been added to spice up some of the gameplay.


Durability: 6/10
A 6 may seem quite a low mark for such a high standard map, but the errors are quite major, even though they could be fixed very easily. Firstly, is the spawning issue i have already mentioned. With the map shape, the spawns are very predictable, allowing for alot of 'spawn trapping' and 'spawn camping' to take place, which is by no means fun for the other team. Secondly, we have found 2 ways out of the map, and this was done in the middle of a custom game, without my awareness. You can jump from the lift on the side that Blackout is on. You may land on the bridge, and jump to the larger building, or you can frag jump to just left of the mancannons, where the bubble shield spawns on the default Blackout. Both of these issues can be easily fixed, however.

Aesthetics: 9/10
This has to be the smoothest, most sleak looking non-Foundry map i have ever seen. To me, creating something of this caliber seemed impossible, but you never cease to amaze. Every item is exact down to the millimetre. Your forging precision has really stepped up a notch since Empire. Also the lift mechanisms are flawless, and much better than any i have seen in all the previous maps. Its such a shame that having 'Smarties' coloured boxes means you have to add filters. I would love to see what this looks like in full colour.

Originality: 8/10
Floating maps may have been done before, but never like this. You have created a giant fully interlocked platform that manages to drawf Blackout in the images. You have included some geometry shapes that i have never seen done before, and used the 'Door' scenery to create some very nice and very original pieces of cover.

Overall score (Average of the above): 8/10
If the spawning and escaping issues were solved, then you would have a very strong 9/10. This map has been forged to the highest degree. Includes some of the most interesting shapes i have seen in a long time, and offers some very original, and very exciting gameplay. This is definately worth the HD space.






Last edited by Matty; 05-16-2008 at 09:58 PM..
Matty is offline  
Old 05-17-2008   #15 (permalink)
Say It Aint So!

Matty is here?
 
Join Date: Feb 2008
Location: North East uk
Blog Entries: 1
Send a message via Skype™ to Matty
Default

Map Name : Separation
Author: Gopuri
Reviewed By:IxGUNxSLINGERxI

Enjoyment: 8/10
this map was a blast to play except for the occasional shotgun camping it was fun for all variants
my favorite would have to be multi flag it brings back memory's of elongation CTF


Balance: 9/10
balance was close to perfect on this map but there were things that that i saw that i really didn't like on of witch was
how the shotgun spawned right next to the shield door that was not good for gameplay and another one of my other pet peeves was that
the overshield seemed to be hiding away from us and was not noticed in till half way through the game


Durability: 5/10
this map was very easy to get out of during or games matty and i could easily buddy jump,
grenade jump, and brute shot jump out and get a tactile advantage
over the other team
but what you lacked in keeping people in you made up for in spawns they would always
seem to spawn us at the right place in the right time when ever we died so that brought up your durability a lot


Aesthetics: 5/10
this map was almost completely bare from any aesthetics except for a few thing that i found like the
window panel room which was a little plain this map could really improve
from some interlocking


Originality: 9/10
your map seems to be the first map ever based around the back area of foundry and
that is not a bad thing it is actually a very good thing using the back instead of the
big open square
so thats a plus for you


Overall score (Average of the above): 7/10
This is a great map over all it would really like to see a v2 with interlocking and some things fixed that i talked about
because i had a blast playing this and hope to see more from you soon

~GUN





Matty is offline  
Old 05-17-2008   #16 (permalink)
Say It Aint So!

Matty is here?
 
Join Date: Feb 2008
Location: North East uk
Blog Entries: 1
Send a message via Skype™ to Matty
Default

Map Name Temple Nights
Author: PegasiDelta
Reviewed By: Th Assa1n




Enjoyment: 7/10
Description This map went over my expectations in enjoyment. Great place to have small but fun objective games and Team Doubles. With the two bases and balanced weaponry, this map made a unique challenge for CTF.

Balance: 8/10

Description Weapons were nicely balanced on both sides. No power weapons that I saw. The sniper was made a challenge in this close quarters map. Was really glad to see no rocket launchers.


Durability: 7/10
Description The only possible way to break out of this map was to use the oracle. No grenade jumps/butterfly/ rocket launcher jump could penetrate this map.

Aesthetics: 7/10
Description There was nothing wrong with the bases or waterfall. They were all nicely interlocked and placed symmetrically. Waterfall wasn’t the best one I have ever seen but it was still good

Originality: 6/10

Description This map was another base and base map. Although very unique, the two bases with the Aztec/temple theme was not very original.


Overall score (Average of the above): 7/10
Overall, this map was fun to play on. I liked how he perfected a close quarters objective maps. Everything looked and felt great so I could not see anywhere to improve on. Great job with this map PegasiDelta! I hope to see many more from you in the future





Matty is offline  
Old 05-17-2008   #17 (permalink)
Quiganomenometry
 
Orangeremi's Avatar

Orangeremi is grey
 
Join Date: Dec 2007
Send a message via AIM to Orangeremi Send a message via Yahoo to Orangeremi Send a message via Skype™ to Orangeremi
Default

Map Name: Deviation
Author:
Iv0rY Snak3
Reviewed By: Orangeremi

Enjoyment: 8/10
This is one of my favorite maps. Even though Exacted came first, I prefer this over it. Although it is newer. There is actually some gameplay difference from Exacted, which I love, and 1 Flag is just the best. And I really love how the flag isn't stolen until there is less then 30 seconds left, and it gets captured. For some reason, that was always the case.


Balance: 9/10
There's almost always this to counter that, or that to counter this. But one thing that I did notice was that the Defenders spawn by two incendiary grenades, and the attackers don't have anything really to counter that. I did notice only one on the attackers side, and there might be a second, but I'm not sure. And the attackers have the regen and sniper, which seems like a ruthless combo, although the defenders can get to the sniper first. Also, there are some walls that don't spawn at start, which I don't know if it is purposeful or not, but it makes it possible for the attackers to control the three power weapons, when the defenders only have a chance at two.


Durability: 10/10
I had found nothing in this map that was exploited at all. Nobody did this more than that, everything was perfectly even. One spot was no better than another.


Aesthetics: 10/10
Oh My Fucking Gawd. Half the time I was playing this map I died because I was busy admiring anything I could see. Even a wall that wasn't even interlocked! The res of the map coaxed me into looking at it. One of the most beautiful maps I've seen in a while.


Originality: 7/10
Only the second time it's been done, the first by Furious D, and as you said, it used his Exacted canvas, and has some of it's features. Besides those features you created yourself were completely original (Besides the tower.) Unfortunately, this is you lowest scoring point, only because it isn't all something new.


Overall score (Average of the above): 9/10
Beautiful. I love it. Much similar gameplay to Exacted, but still different enough to be sort of unique.


Over____________Shock

Orange~~~~~~~~~~Shield
Orangeremi is offline  
Old 05-22-2008   #18 (permalink)
Quiganomenometry
 
Orangeremi's Avatar

Orangeremi is grey
 
Join Date: Dec 2007
Send a message via AIM to Orangeremi Send a message via Yahoo to Orangeremi Send a message via Skype™ to Orangeremi
Default

Map Name: Distortion
Author: Buddhacrane
Reviewed By: Vicious Vice



Enjoyment: 9/10
Running around and jumping has never felt so awkward and natural at the same time. This expertly crafted map throws you into the 5th dimension and doesn’t let you out. You will fight a person on the wall while you are on the floor… or is he on the floor and your on the wall… there is no right answer and it wont matter you will be too busy running up walls, throw grenades with ridiculous bounce patterns and the unusual jumps that will keep you guessing to where you will land.


Balance: 8/10
Since this map is awkward in play the shotgun/mauler rules all. The only possible escapes from these weapons are precise escapes or the mighty brute shot to slay your opponent and propel you away at the same time. Some players spawned in a certain area more than others but that is because it is slightly more separate than others. Taking into consideration that this map is a unique angle this map is well balanced, a 3v3 may cause some problems but a 2on2 is perfect unless you get motion sickness.


Durability: 9/10
There is no way to escape, no holes to lose grenades, there are no major choke points that a player can just control from and spawn camping is basically impossible. This map is a good example that a unique idea can also be well built and still look good.


Aesthetics: 9/10
This map is stunning, each of the rooms are unique in their own way. The bridge walkway is probably the most unique feature. I cant even begin to explain the feeling you get from walking on the bridge. Are you going fall off? Are you on the wall? How are you even walking the same way? (doesn’t make sense? That’s the idea) Even the only flat room is unique because your really on the ceiling the mongoose, barrels and teleport on the roof.. I mean floor are such a great touch and are truly a site to behold.


Originality: 9/10
Some people will compare this map to shift. To the untrained eye that is an understandable comparison. But this map is not shifted or tilted it is completely distorted. There is no up or down there is only the 5th dimension. Walls are sideways signs are upside down. Moongoose on ceilings. The wall is the floor the floor is the wall… MASSHYSTERIA!… IM GOING NUTS!!!(The 5th dimension plays your mind).


Overall score (Average of the above): 9/10
What can I say about this map that I haven’t already mentioned. That it is one of the most unique maps made. That it fun. That it works for almost all gametypes. That the creator even uses the symmetry/asymmetric options for better gameplay in objective based games. Just download it now you will not be disappointed… a little motion sickness maybe but that never hurt anyone... to much.
:: puke ::


Over____________Shock

Orange~~~~~~~~~~Shield
Orangeremi is offline  
Old 05-22-2008   #19 (permalink)
Quiganomenometry
 
Orangeremi's Avatar

Orangeremi is grey
 
Join Date: Dec 2007
Send a message via AIM to Orangeremi Send a message via Yahoo to Orangeremi Send a message via Skype™ to Orangeremi
Default

Map Name :Reach 101
Author:Picceta
Reviewed By:roche178

Enjoyment: 6/10
I thought this map was fun but it had some flaws that made it less
not as enjoyable such as the spawns people started spawning right
next to me which can get frustrating. Also the weapon placement
was very random at one point it seemed like everyone had at least one power weapon.

Balance: 7/10
Again as I have stated before you put too many power weapons on the map I also noticed there was very little cover to break the line of fire so I noticed I was getting spawned killed a lot by players who already had power weapons.

Durability: 5/10
The spawns on this map really were broken I found myself either spawning next to another person or they spawned next to me. And you could get out of the map by simply grenade jumping of the Chopper.

Aesthetics: 8/10
I think your map looked really nice I loved the pallet bridge that was a very cool little feature and the walkway made out of fence walls is very smooth a hard feat to accomplish. The interlocked floor and the scenery outside the walls also was easy on the eyes. Although there was one wall that was really slanted.


Originality: 7/10
The most unique part of this map was the pallet bridge I have never really seen any Pallet bridges in maps now a days and I have to admit it is nice. And I like the water fall there are not many maps with water falls in them.


Overall score (Average of the above): 6/10
I would say you really need to improve your spawns and your weapon layout as I feel these are the weakest parts of your maps. I loved the pallet bridge and the water fall was also very cool. I can see you put lots of effort into the map and I look forward to what you Forge in the future.

__________________


Over____________Shock

Orange~~~~~~~~~~Shield
Orangeremi is offline  
Old 05-24-2008   #20 (permalink)
Quiganomenometry
 
Orangeremi's Avatar

Orangeremi is grey
 
Join Date: Dec 2007
Send a message via AIM to Orangeremi Send a message via Yahoo to Orangeremi Send a message via Skype™ to Orangeremi
Default

Map Name: Thriller V3.
Author: Dom Says Oi
Reviewed By: L0N3 S0LD13R

Enjoyment: 7/10
This map was not calling for it to be played again. But no one was calling it to end. In one slayer game, they came back, which was extremely fun. KoTH stayed in one room, so we were just running into one room, over and over. That was the reason this map did not score any higher.


Balance: 6.5/10
Balance is one of the weaker points of the map. In theory, the grav lifts should provide a way to counter the plasma grenades, but it is rarely used. And when it is, it is a torrent of players, running into their doom. If you control the room, it is almost impossible to take it back.


Durability: 6.5/10
There are no spawn areas for KoTH, the recommended gametype, maybe some others. So naturally it's random, and that dissuades spawn camping to some degree. But there is a small funnel, and 4 plasma grenades, to hold off two tunnels, and two grav lifts.

The map is quite easy to escape, a partner bounce to freedom. A few players exploited this glitch during gameplay, detracting from the fun.


Aesthetics: 8.5/10
The main room looks quite amazing. Everything is amazingly interlocked, and little platforms lead to the rocket launcher. But the side hallways look slightly not up to par, due to the rest looking so good. Foundry's floor killed the atmosphere while going into the main room.


Originality: 7/10
This map is a mix of Epitaph and Isolation. So it is not terribly original, but it feels like it's own map in its right. The grav lifts are done originally, I haven't seen it before. But it's not a crazy new idea, but still cuts it.


Overall score (Average of the above): 7.1/10
This map could be improved on in spawns and map flow. The map needs to draw people to the grav lifts. I also recommend adding a dumpster of something related to the little drop down, to make the center room more easily attacked. Increase spawn time on grenades to 20 on two first ones, and the second one in each couple should be 30-45 seconds. It looked good, was competitive, and overall passed.


Over____________Shock

Orange~~~~~~~~~~Shield
Orangeremi is offline  
Closed Thread



Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off


All times are GMT -4. The time now is 11:47 PM.

Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.2.0