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Old 11-02-2009   #1 (permalink)
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MLG Courtyard



Created by: IM BE DUM



Recommended Players: 2-8
Recommended Gametypes: MLG Team Slayer, MLG Ball, MLG Team King

Weapons:
Amount/Respawn/Clips

Sniper: 2/120/1
BR: 4/30/2
Mauler: 2/60/1
Rockets: 1/180/1
4 Frags
4 Plasmas



If your looking for a map that has unique gameplay this is the map for you I personally have not built nor played a map quite like this, teamwork is essential to gain map control.

MLG Courtyard is a symmetrical map with 2 patio's on either side of the bases and a "Courtyard" in the middle hence the name. Lines of sight are all over the map making the sniper's located at each base important to have. The rockets located in the center of the map can be useful but they are very limited by the many pillars on the map.











VIDEO

A short 5 Min 1v1 Due to lack of render minutes






Last edited by IM BE DUM; 11-03-2009 at 02:25.
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Old 11-02-2009   #2 (permalink)
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I'm downloading this because it looks pure AWESOME! and because I want to use some of the itmes you used but I don't know what it's called and can't be bothered scrolling through the items. =D

How does everyone come up with ideas? I have no imagination at all. ¬_¬
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Old 11-02-2009   #3 (permalink)
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Im sorry, but it looks unplayable (i know, i havent tested it, but i think im right, if not im going to change my "review" ^^) The map is waaay to open for 8 Players, its not like ther isnt enough cover, its because of the maps gemoetry, its too "flat", there are not many way to walk around. You cant flank the other team without beeing seen by at least one enemy.

You said teamwork is essential on this map? Your right. Its possible to overview the whole map from nearly every place, so every member is able to teamshoot from everywhere if you have a team that gives call outs.

2 Snipers 2 Maulers? Dont you think thats a little bit too much for a map of this size? I mean, 2 Snipers work grat on a map like pit, but on amplified for example?

Sry if i may sound a little harsh, im just honest. I mean, its not a bad map, i just dont think it would work with any of the gametypes you postet.
Reduce the power weapons and its a grat 1on1 (maybe even 2on2) Map.
Or add underbases and some higher arena style paths or something and you got a very nice arena.

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Old 11-02-2009   #4 (permalink)
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Aesthetically awesome, and a great job with the guardrails, too. But I have to say your design is great for a small map, as many fun times are to be had. Aesthetics=Gameplay, because you can't like a map that's ugly. Did I mention the near flawless interlocking?

My UNoriginal maps.

Elevation2- Gameplay taken to multi-level combat with a twist to objective placement... Completed, soon to post.

War-Zone2- Spawn from the sky, pick up your weapons on the way down, AND FIGHT. Completed, soon to post.

Forgery2- A small map that's pleasingly interactive, play for the lols. Completed, soon to post.

Physics- A big team battle map with an emphasis on quirky looks and good old Halo physics! Halfway completed.
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Old 11-02-2009   #5 (permalink)
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I agree it is very flat. And a result of that it becomes very open. Also the highest points on your map are in the bases themselves, which gives you're team very little insentive to move to a better position. Also the fact that the snipers spawn up there and the map has the uber large LOS there is virtualy no need to leave other than every 3 minutes for rockets.

The map also looks very, square....
Maps of this size typically work better when they flow in a much more circular motion, look at Midship. Try making less sharp angles (90 degrees) and use objects like wedge huges and wedge larges in corners. Also it helps flow slightly if the more "used" ramps are approachable from more angles, instead of having to walk around or jump to get on the ramp from different angles.

Stay away from broken collums unless you brace them, theyre moveable.

The general design and idea I like a lot, but it seems a bit under-developed. Try re-designing it with MUCH more height changes, less powerweapons, and more soft angles. I doubt you're out of budget so it should be pretty easy to change some of these things, and I highly suggest you work on it, it has potential to play greatly.
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Old 11-02-2009   #6 (permalink)
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You stole my map name! Lol, just kidding, if anything you deserve the name more than I do.

I have not seen interlocking this good in a long time, great job with that. I agree with the other statements about removing some powerweapons, but other than that, it seems perfect for 2v2. You might want to also remove the broken columns, they just seem in the way. I'll download and try it out.

Kuroda's Stuff
Thanks to Kidbomber for the signature
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Old 11-02-2009   #7 (permalink)
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Hey guys thanks for your opinion's I was planning on making the bases bigger but I was completely out of huge boxes and double and single box's so if I made more I would have to use walls and it just would not fit in with the style of the map as for the gametypes I have played oddball and slayer on this map and it's really quite fun the gameplay is different then you may think but the funnest gametype is koth because you are forced to use parts of the map that are more open and like I said before teamwork is essential in these areas.

I have hit the object limit maybe you can add me and we could forge together and you give me some ideas?
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Old 11-02-2009   #8 (permalink)
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If you hit object limit then when you re-design/re-forge it make sure you use a OLN canvas.

Also I'd be glad to help you with some ideas, gt = McAnarchy.
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Old 11-02-2009   #9 (permalink)
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I dont think the gameplay would be so well with the lack of cover. There could be some spawn camping with the size of the map. But looks great asthenticly with the railings and clean interlocking. And same with i5m, 2 snipers and 2 maulers are to much for this size of map. But good job anyway.
7.5/10

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Old 11-07-2009   #10 (permalink)
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Quote:
Originally Posted by Muiriled View Post
I agree it is very flat. And a result of that it becomes very open. Also the highest points on your map are in the bases themselves, which gives you're team very little insentive to move to a better position. Also the fact that the snipers spawn up there and the map has the uber large LOS there is virtualy no need to leave other than every 3 minutes for rockets.

The map also looks very, square....
Maps of this size typically work better when they flow in a much more circular motion, look at Midship. Try making less sharp angles (90 degrees) and use objects like wedge huges and wedge larges in corners. Also it helps flow slightly if the more "used" ramps are approachable from more angles, instead of having to walk around or jump to get on the ramp from different angles.

Stay away from broken collums unless you brace them, theyre moveable.

The general design and idea I like a lot, but it seems a bit under-developed. Try re-designing it with MUCH more height changes, less powerweapons, and more soft angles. I doubt you're out of budget so it should be pretty easy to change some of these things, and I highly suggest you work on it, it has potential to play greatly.
Actually you can only move broken columns with double blocks or (maybe) rockets. There about as movable as dumpsters on foundry.
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