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Old 06-23-2008   #1 (permalink)
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Default MLG Amplified and Amp CTF Beta





MLG Amplified

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Creators: Fritzster & Zak Boo

Current Version: “MLG Amp v5.1”

Played Within Honorable Mentions:
MLG’s 2008 Pro Circuit, Bungie’s Halo 3 Matchmaking MLG Playlist

Release Date: 03-10-2008, 07:39 AM
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Video & MLG Media Spotlight:

Updated** Stride Championship Series: Instinct vs Classic - One of the top performances played on Amplified and my personal favorite from Roy.

MLG Live Broadcast

Youtube:

MLG Orlando - Championship Bracket
MLG San Diego - Winner's Bracket
MLG Orlando - Winner's Bracket
MLG Pro Teams Scrimmage - Karma's POV

My Own Gameplay:

MLG Amplified Maniac Video - Halo 3 Game - MLG Game Room

Pictures:






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Original Description on Initial Release:
(MLGpro.com)

Influenced by the Safeguard Concept design, reaching about 2 weeks (1 month since concept), the creation of the "Real Deal" AKA "Magnum" Final map stage for us has been kept secretive, that is until now. Amplified is Considered to be our best map-to-date. We put our lives in a cave for 2 weeks, our friends know, and now we have finally come to say that we created a truly innovative map for fellow Competitive Gamers to game on. We have done a ton of research from MLG maps to other Maps in the community. Balancing the gameplay to geometry to the appearance of visual presentation are just a few to name. We hope our hard work balancing Amplified Map pays off. Our Goal was to create a kickass map.

You will see things on this map to the degree that where not thought possible on other maps - Geometry glitched through the Map geometry itself. The use of the extra resources where the walling off is not needed. With painstaking precision a clean presentation on not only looks and resources, but also game play, this is Amplified's specialty and the rising of the bar for more maps to come.


--

New Update as of Wednesday, June 25, 2008:


MLG Amp v5 vs. Amp CTF Beta (center pics)

MLG Amp v5 center:


Amp CTF Beta center:


The new v5 of Amp CTF Beta has a different center on Gold side then previous Amp CTF Beta versions, it's not as thick and doesn't hog up as much LOS as the two over cumbersome double boxes, purple side has worked within testing and has stayed. 3 respawn points were added to each four corners now making 36 respawn points in total.

--

Update** Disclaimer: Amp CTF Beta has been on hold for some time. General Matchmaking versions of Amplified are now in production of testing.

Amp CTF Beta v5
Created by Fritzster

Supported Gametypes:
MLG CTF

Map Description: The CTF version of MLG Amplified has been worked on and play tested. So here I present some good Forge-Foundry CTF gameplay - The Amplified CTF Beta v5.

There are Spawn and Geometry changes from MLG's v5 launch.

After the Pro Gaming performance on MLG Amp v5 at MLG San Diego I got to talk and discuss with Pros about what they thought about the Team Slayer variation concerning Amplified, and also a small chat with Bungie's Shishka. It is apparent that any Team Slayer on any Foundry map isn't as strong as gametype most would hope for. CTF, from my knowledge, plays the best on arena style foundry maps such as mine.

Amp v5 center is not fit for CTF gameplay, thus the CTF Beta is made.

Spawns are a big if not the biggest element of making good maps. With CTF the spawn areas for each team, the opportunities to spawn are only in half the map. For a symmetrical map both teams should not spawn on split sides (Purple and Gold) - that would indeed cause bad spawning, for both team could potentially spawn on the same side (Purple or Gold) as found out in previous testing for CTF on maps.

Amp CTF Beta v2 has 12 respawn points on each teams spawn zones. The respawns go from the pushed back location of docks level 2 in a straight line toward the other side of the teams base - to Purple corners. The 4 respawn point in bases take advantage of the straight-away down the middle, team strategy for MLG CTF.

Game play plays similar to CTF on Midship. More decisions to take the opponents flag are clearly in the map, however, risk verses reward - down the straight vs. long safe hallways. Top level 3 sees everything on the flip side level 1 is safe and sees nothing, communicating on Amp CTF Beta will win games. This contrast fills the map and is booming with custom angles for better gameplay. Amplified's aesthetic geometry still sets the bar from forge limitations. Geoglitching and intertwining is this map's second nature. And the Gameplay for CTF has been awesome from the testing. Fast paced and balanced for CTF.


_________________________________________________

There are Spawn and Geometry changes in v2.

v2 images removed as Amp CTF Beta has been updated three more times to v5.
_________________________________________________

I have spent the majority of my Sunday building concepts off of my previous Amplified map files for MLG, that I would create a middle structure that fits with the rest of Amp's already well positioned geometry and continue the flow. I believe I nailed it with a good middle for CTF gameplay.

Looking for constructive feedback on spawns and improvements on middle geometry changes.

Plays the same CTF gametype file for MLG Ons - can also be found in my files share as CTF Amp

Send me a message if anyone is interested in continuing play testing for CTF on Amplified.

Download Amp CTF Beta v5
Download CTF Amp Gametype


Last edited by Fritzster; 10-19-2008 at 09:42 PM.. Reason: Stride Championship Series: Instinct vs Classic
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Old 06-23-2008   #2 (permalink)
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I don't see why people don't like this map, I personally love. It's just so pretty...

I'll try this out, hopefully everyone doesn't yell at me... Bbl with details.


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Old 06-23-2008   #3 (permalink)
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that is an amazing looking mlg map, i love the middle

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Old 06-23-2008   #4 (permalink)
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Wait,
is this your map?

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Old 06-23-2008   #5 (permalink)
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Fanfabulous interlocking, very proffesional, but in my mind un-original. Ever since bungie put that one foundry MLG map in MLG everyone has been doing MLG maps with the same geometry. The map looks good, but no offense I'm not going to download it. Excluding the un-originality, 5/5
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Old 06-23-2008   #6 (permalink)
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Quote:
Originally Posted by The Official Y35 View Post
Wait,
is this your map?
Yes, Fritzster made Amp.
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Old 06-23-2008   #7 (permalink)
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It looks pretty awesome. Im just not a big fan of maps of this kind of crazy design. I might check it out.


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Old 06-23-2008   #8 (permalink)
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the map looks interlocked very well the back peace in the middle looks great for fighting and how each side is the same make the map look well balanced capture the flag probably would be sweet for it like you have it
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Old 06-23-2008   #9 (permalink)
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The bridges in top middle of red base are a little bumpier than at blue base and pop you up, so that probably needs to be smoothed down to be equal both sides as I'd have thought BR battles across the map between teams would favour blue base at the moment - their aim is less interrupted.

That's the only geometry niggle I saw when I looked through it quickly earlier. I'll be playtesting later in the week so expect more feedback on the spawning system you're using.
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Old 06-23-2008   #10 (permalink)
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Looks great, you're really proud of that middle merge aren't you? rofl, i just noticed there were like 8 pictures of that and only one of each base xD





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