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Old 06-28-2009   #11 (permalink)
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Dissregard this application. If I ever come back to FH I may rejoin. All I got to say is. Wow, if RH ever turns on again they are going to be really far behind.

Thanks to Jessica Alba for the sig!
:D

Last edited by ForgeGod117; 07-26-2009 at 11:08 PM.
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Old 4 Weeks Ago   #12 (permalink)
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I wrote these in Microsoft Word in different fonts so I could tell them apart, so that's why they look strange...

Silex


Void Ridge


Barren Creek


Brobios


Well, that's that. Done and done. Hope I can be a part of the team.

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Old 6 Days Ago   #13 (permalink)
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Mephisto 2v2 mlg
http://www.forgehub.com/forum/compet...-mephisto.html

Enjoyment:Mephisto is a small well built map. Solo had a mean presentation on the fact every single curve had a purpose. First forging threw the map as well

later on when I played this map in FFA, then did I realize how crafty he was. The map didn't feel at all small at its max capacity.(6 players) I had a

wonderful little match up with some random players in my Freaky tgif party. They all enjoyed it and so did I.
7

Balance: The map has only a few weapons that often balance out each other well. No where did I feel that the sniper, or carbine were all powerful. That could

be just the lack of flavor on the map. This map was build on being cut and dry and didn't need all the flavor. I rather see this map enlarged and added onto

out side of foundry than a map full of Pink and purple weapons. Solo keep close to this design you could actually make a wonderful 4v4 map with a close to

similar layout. That is due to just how effective your map felt to me in game. Perfectly balanced with the amount of players in game.
7

Durability: The map has its limits, not in a bad way but clearly if you go overboard with to many players you will break spawn systems. That is the key to

this map being successful, and your limit was actually lower then what I tested it on. Which shows your map can take a beating and still work fine. With the

aspect of both being fully encased and boxed off I do not see someone posting this map is broken in any way. I do worry for team games that the sides will

become more common spawn points, but remember ladies the map can only have so many different spawns as the map size allows.

9

Aesthetics: The map has a lot to offer in ideas, but often doesn't stroke a single course idea. The two trucks out in the background of the map do little to

add to this feel. Thou it is something to look at your not nailing the look of something iconic, but rather something more of the same. You pounded out

wonderful geomerged items as well fussed all the walls in damn near perfect perception, the issue is that your fence boxes leave room for the eye to see a deep

chasm on the other side of the map void of life. I would try and see some city scape or eye candy more than just trucks.

5

Originality: It is hard to put the finger on which style your map is based on. You asked for me to play MLG settings but also listed a variety of other game

types not meant for MLG. I choice FFA on the basis Of being able to test a variety of members to see there style and enjoyment on the map. They loved it so

I'll side with there unannounced view of the map. It was quite original in the fact no one has in a long time forged in the back halls of foundry. I think you

forged this map at a key time. Both with the shadow of Sandbox stealing the lime light, as well the wake of Ghost merging, your map emerged perfect timing to

spark much more enjoyable content out of the OLD king of forge(Foundry).
9

8 overall. I think you should pocket this design for the sake you have a wonderful talent of balancing maps. I was almost tempted on giving you a 10, but I'm a mean reviewing individual. Make a map that forces me to put down a 10 instead. I know you can. Happy forging.

Icarus Wing 4v4 Flag
http://www.forgehub.com/forum/compet...arus-wing.html

Enjoyment:I was hard pressed on the pictures caption you took for this map. The center is a very key structure in all of this map. IN its quake a found a few other teed bits of enjoyable features.Both with the addition of an ever rare prowler placement. The map had many key flash and eye candy that drew me into DL and placing this map in the review slot. I played it and felt semi satisfied. I would suggest trying to avoid to much flavor and variety and cut down to more basic game play elements. Your taking some big leaps in challenging the system, this is all fine and perfect for forge. Just keep the eye of the map to being able to play with out end. Valhalla has tons of weapons but they have certain uses... some of your weapons take over the field.
5

Balance: I looked through your map the first night I DL it. The map looks promising with both a center that breaks lines of sight as well the addition of many weapons and guns. SO much in fact I couldn't keep up with them. I know Sand trap has tons of weapons and vehicles, if you were going that route of things I would have suggest a larger center base, and a much small team bases. The problem you bare now is that the map is difficult to transverse by what ever means the players choices. If one player choices to run off with the prowler, he could get 2 splatters just because your path ways are that narrow. The flip side is that prowler could continue driving and desire a certain splatter and run into a wall and get wedged into the map. That breaks game play for the soul fact that a player wants to know he died to a fair kill. Just because he got caught in your forge trap should not allude to his death in that moment. With the amount of fire power your map drops down this is ever so present. I also thought the power ups were in an odd place.

6

Durability: For the CTF game variant I played on this map worked well with the given spawns. The players always had plenty of weapons for them to pick and choice from. The problem i felt was that the map bore so much variety that I often times felt the need to go on my own to do something. O' I need to take out this sniper and get it from that opponent of mine. That was more of a personal goal, not so much a team objective. I would love to see a map of yours that you focused more on team play. Possibly in a crypt or foundry setting. You should also continue to focus on large maps. With your desire to play this much of a variety of weapons your sure to find the map best suited for them.

8
Aesthetics: The map yielded a lot of different forge ideas. Both with the center Flower as you described it as well the bases which were very opposite of each other. If you continued to have a curved aspect on the bases it would have felt much more at home. I loved the base layouts but they didn't match that center is all I'm alluding to. The weapons on the map matched the conflict of the time with the mostly convy feel of things. I consider you look into ways of adding different sides to how maps can feature two different weapons. Possibly both Covy and humans, because some players love the human weapons over the covy. But for the selection of style your map had a well found tone of it being a high build map, with large 2 stories consistently threw out the map.

Originality: I think if you add in to consideration the Prowler, chopper and ghosts into the mix of being an original map to feature all 3 at once as something new and exciting, I would say it is. The map featured all the vehicles in new and exciting ways. The kicker was they had some conflicts with the flow of the map, that I'm sure you can learn from.
7

Overall 6. I feel I gave you a bit more room to expand on your map design concepts. Your dangerously creative and can have the means of creating something never seen before. If you have a chance sit down and focus on the key issues of this map and learn more about the balance issues of this map. I know your slowly getting it with the very close match up of weapons you picked but you didn't quite have it. Continue to forge I'll help you along the way. As should all of here at FH.

D77-TC Pelican
http://www.forgehub.com/forum/aesthe...c-pelican.html

Aesthetics: I feel this map is a wonderful rendition of the new to come Pelican I alluded to in my simple post in his thread. The Pelican felt much more real in this picture than ever forged before. The size and shape of the objects he picked fell right into the correct place. The only pop marks i could differ with were the size of the fins on the front. They lacked a sloping action. I would have gone with a smaller object. Besides of that this design could easily be placed into a map cutting of objects to save budget but your map could feel exactly like Valhalla in moments with this pelican ghost merged into a sand dune on this map.

17

Originality: The hardest part of this review is the value to decide how original it is. I seen a pelican done for aesthetics done before. I have not seen it done on sand box and its All mighty forge capitalize map. I'll say this with the switch and extra addition of a play with effect to show it shooting down a wraith I'll say it would be ...
4

8 over all. If you continue to make things Try digging into different ideas, your a wonderful designer of aesthetics and with out you leading these types of ideas map would all to often fall into a shadow of gray and repeating effects.

LOOK OUT He is a map killer.. he is on a spree!

Last edited by G043R; 6 Days Ago at 01:19 PM.
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