The ocho is a symmetric map made in the sky bubble. we played team slayer, CTF, oddball, king of the kill, and assault. I really like that central hallway with the tin cups and such.
What I like:
·A the middle hallway
·B the rails. i don't like randomly falling off of maps
·C the gameplay-this map was extremely fun to play on.
·D the jump from the small block. I like how a regular player could get up, but someone holding an objective couldn't
What I dislike:
·A there were too many stickys on the map
·B I thought that the gold pillar in the hallway was too low
·C one of the jump ups (not the small block one) was asymmetric. on one side you could get up, but on the other side you couldn't.
Suggestions:
·A Delete two of the stickys, or just raide the respawn times
·B raise that gold pillar just a little bit.
·C re-interlock that other jump up. (if you don't understand what i'm talking about, PM me)
Overall this was a great map, and only minor things need work.
MLG Downfall
MLG Downfall was a symmetric map made in the crypt. We played Team Slayer and CTF.
What I like:
·A The CTF varient
·B There was always enough cover
·C there was many was between the bases
·D the callout overshield/camo/CP
What I dislike:
·A When you first started, you could see the other team
·B you couldn'r grenade gold
·C the map was breakable. Not that i did it during gameplay though. it took a grenade jump+buddy jump. Heres how.
get a friend[/URL]
Throw a grenade[/URL] [/URL] [/URL]
I have a video too, but i can't put it in my fileshare
Suggestions:
·A raise the middle a little so you can't see the other team at the start
·B put like a backboard next to gold, so you can still jump down, but it is easier to grenade.
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kindof like that
·C just raise the wall a little higher so you can't break out. i realize that it is pretty close to impossible to do that during gameplay, but you may want to fix it anyway.
What I like:
- The map itself. everything was well thought-out, there was cover where there needed to be, there were 900 ways to get from point A to point B, and yet it didn't seem cluttered, an amazing feat for a small map.
-The CTF variant. You said the map was fast pace, but that rely exemplified what the map was about. Honestly, I liked it better then standard CTF.
-This kind of goes without saying on most MLG maps, the the forging was damn near perfect.
What I dislike:
-After we ended i did what i always do and went jumping around the map and found that with an extremely simple grenade jump you could reach the overshield/camo thing, which would be broken on a map like that.
-The infinite ammo, though I'm about 100% certain that was a mistake.
-How it was near impossible to get grenades where you wanted them at gold, whether it was because it fell behind or whatever. Unfortionatly you need the drop off at the back, so i can't think of a realistic way to make that work, so...
Suggestions:
-Raise the overshields/camo call out
The Ocho
I had to leave half way through(sorry) so know by very nature this will be incomplete
What I like:
-The layout was great. No matter where you spawned, you could get anywhere except in your opponents base in a matter of seconds.
-That damn bar thing attached to the top of the pillar that made it so you couldn't jump from one base to the other. Amazing placement, though it annoyed the hell out of me.
What I dislike:
-The piller in the middle. You said you added it for cover, but all it did was block grenades, while you could still shoot under it.
-The entire map was solid ground except for 2 spots, which lead to me jumping over and having a very long fall, though that might just be me being an idiot.
-The King of the hill game, for 2 reasons. 1, you spawn quickly and it takes only a second or 2 to get to the hill, meaning it was more of a mosh pit. 2.) the hills were made so that camping on the side end(not sure how to discribe it) was extreemly easy and slightly broken.
Suggestions:
-I would make the spawn on the KotH a little longer, and make a the hill in the hallway a little narrower so that way you have to fight for the hill, and your fights seem like they made a difference.
-Raise the barriers on the empty floor high enough so idiots like myself see it and go "oh, don't go there". Or don't, i learned quickly enough, and i think i was the only one that did it, so...
-Instead of having the pillar in the middle come from the ceiling and stop before it hits the ground, revers it, that way it will add cover in the hall, but make it possible to place grenades where you need them.