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Old 08-27-2009   #1 (permalink)
Don't Panic
 
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Feedback-8/27


Please post all feedback here for test(s) on 8/27.


Maps Tested Today:

Winter Tremorland
MLG Futile

Thank you.
~KB~



PM, VM, or IM me for help with the FH forums about:
The GnA Section, about Graphics in general, or just to talk about something

I'll always respond :D

Oh and add me on Xbox Live if you want im a pretty fun guy to play with once you get to know me :3.
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Old 08-28-2009   #2 (permalink)
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MLG Futile

OK, this is like the third time I have played and reviewed this this, so I'll try and keep it short, because most of this you already know.


Cons:
-I hate to say this, but every time we have played KotH, and every time you have tried to make it better, and every time you have made it better, but it still not, and I believe never will be, good. This is no fault of yours. I just don't think your map is made for king of the hill. A good hill is a room with several entrances that can be attacked and defended with skill. Sadly, your map does not poses any such rooms, and thus all of the hills are out in the open, and it just becomes a giant grenade orgy.
-The sniper is one of the most powerful(arguably the most powerful weapon on the map, and you have a spawn, quite literally, on top of it. This also means that in CtF, you spawn already half way to your opponents base.

Pro:
-The problems that make KotH, in my opinion, unplayable, make oddball amazing. it's exactly how the game should be played and I love it.
-OK really I could just copy and past everyone else's pros from last reviews because what was good stayed good, and what changed you already know. You geomerged the pipe which was nice, but you already knew that etc. There is really nothing that changed dramatically, so I'll just leave it at that.
-That being said, the "new" rocket hill is about as good as it could possible be, which deserves a mention.

Suggestions:
-If you need your map to support MLG KotH to send to bungie, then this is about as good and balanced as it is going to get. Otherwise, I would just advise against using it.
-The spawn. Move it.


<.<

Apparently I suck at keeping things short. Though I kind of already knew that. Anyway, sorry.


Last edited by Satan130; 08-28-2009 at 01:39. Reason: Grammer/Format
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Old 08-28-2009   #3 (permalink)
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MLG Futile

MLG futile does not fit my style of play. this is mainly because the map totally promotes medium range fights which IMO get boring. but considering how many people like that type of encounter, I dont think you should change it.

LIKES:
~the aesthetics
~the design
~the weapon layout

DISLIKES:

~king of the hill
~mauler

SUGGESTIONS:
~change hill locations... again :(
~switch the mauler for a plasma pistol?

this hill location problem seems to be causing alot of trouble. maybe you should just take satans advice and scrap it. but before you do that, try one more layout. edit the hill under the rockets so that it covers the walls next to it. make the center hill slightly wider so you can control it from the ground. shorten the sniper tower hill so it doesnt cover the roof. ill let you test a new layout when you help with jokulhaup later today. about the mauler... I think that the mauler sees little to no use in this map. so you could try a plasma pistol. but im not totally sure if that would work either... just an idea


thanks to RaBBiiTTT for the sig :)
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Old 08-28-2009   #4 (permalink)
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Winter Tremorland

Winter Tremorland was a really fun tremors map on avalanche. Tremors is one of my favorite minigames and I think it was about 75% successful.

Pros:
+ Alot of cool structures
+ The tremor spawn works perfectly (although just falling from a platform in the sky might have been better)
+ The side where the tremor can fall off the map, it added some strategy

Cons:
- The breakable areas (Molten... lol)
- The sky bridge makes camping pretty easy.
- A few structures a human can get onto then bail his mongoose, and it is extremely difficult for the tremor to get them (Molten......and Ant)
- Some rocks can be camped on (.....you know who you are....)

Suggestions:
* Replace those walls you have at angles with geomerged blocks or the solid ramps, people (molten) can camp under them.
* Find some other ways to block off the other camping spots that are just part of the maps geometry.

Quote:
Originally Posted by Katanga Askar View Post
I just died a little inside.

Never let Menace forge with the UBG, otherwise this occurs.
Copok Challenge | Konabos Challenge

Last edited by NinKeith; 08-28-2009 at 17:30.
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Old 08-28-2009   #5 (permalink)
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Winter Tremorland

Good
I don't really know what can be considered "Good" for Tremor gametypes, having not played a lot of them myself.

Bad
  • Lots of places to hide. Turn all window ramps and bridge ramps into actual ramps on Avalanche's forge menu.
  • Everything is single-wide. Make it double-wide.
  • Sky bridge and stuff in the sky. Remove it, stick to the ground floor of avalance.
  • Tremor doesn't "Have" to get on the chopper. Make a line of teleporters so that the chopper can pass through, but not humans.
  • Map has too much cover for mongeese. I can't believe I just said that a map has too much cover. Make more cover that choppers can pass through, like the mancannon box.
  • Too many honor rules. I don't really know how you can change this, but try to do something to reduce it.
In the v2 of your map, there's a way to get behind that little energy blocker obstacle that you called your "Pride and Joy".

Tests: 45-6-45
(Attended, missed, feedback)

Feedback, Suggestions.

Goal: 100 maps by Jan 1st, 2010.



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