So you have wished it, so it shall be. Yeah, good old days when I was on and able to test, and not doing homework for 25 hours a day. Maybe you guys should just get in a real time zone or something. Anyways, I would like to get some more games for fun's sake, and I need to get that TG test for Vendetta too. It's really late. Maybe sunday we can do a crazy testing night as long as you guys don't have any more silly natural disasters distracting you.
awesome, awesome, awesome... this is one of (if not) the best city maps i have played or seen in halo reach. the gameplay was fantastic, from slayer to race i had a blast every time. great forging, great design, great gameplay.. whats not to like. you're a terrorist if you dont have a boner for this map.
Drivers FTW Barky is one of the most fun maps to drive for the warthog. It's hard to stay alive, but not impossible and quite profitable to do so. Speaking of epic driving, do you have the saved film for the 20 second bomb plant, shoe?
Thanks to everyone who has nominated/voted Embarcadero for FHF this term! I'm happy how it turned out (as happy ass I ever will be) and I'm glad everyone has been enjoying it. And if you haven't tell me, I sincerely enjoy being told what is wrong with my maps and can use anything I learn now in future designs. You never know what you will get with the hog; you guys got 20 kills, sometimes you get blown up in the first ten seconds. Still working out if that is a good thing or not. Off topic: does anyone know why half my Photobucket photos have decided to disappear overnight? I'll have to change the beautiful thread picture now. Never mind, short lived problem.
I was happy to om nom and vote for it. It certainly deserves to win. Also learning for future projects is always good The inconsistency of the warthog just goes to show that it requires skill to use, which is definitely a good thing. By the way, those pictures are beautiful, did you make those yourself?
This map reminds me a lot of San Francisco (obviously), probably because of the height elevations and the two trolleys. I'll get a game going soon but for now you have my DL.
Yes, learning... future projects... hint hint... Yes, I made those pictures all by myself Psychoduck had absolutely, positively nothing to do with them. Except all of the photoshop stuff. And the design of the photoshopped stuff. Ohh yeah, and Tutui is setting Embarcadero up for Forge World of Tanks too, so prepare for some FWOT madness soon on here and Metropolis! And finally, I might even be able to get on earlier again.
The map looks fun as he'll but I'd have to say that some of the aesthetics are a bit dull and simple. But yet it's a big map so you can't do really a whole lot. And the layout is brilliant, along with the various elevations and enough space for some vehicle mayhem. Looks good
Flying Shoe, A few things here. First and foremost, a pretty solid map. Well done. I loved the plays in elevation, the asymmetry, the columns that acted as vehicle-blockers and your play with water at the far back of the map (the small walkway next to the ocean) and where the DMR spawns (next to the grav lift). Also, I love all the different ledges you can crouch-jump on. Lots of room to explore. Now a few criticisms. I know you're trying to replicate the feel of a city by replicating city structures and the like, but don't let the mimicry of the structures themselves impact the map's performance. There are two places I feel that this can be an issue. One is the long, open ledge by the port. With that much open space, falling to your death is far too easy, especially in the heat of battle. I see you put up two small barricades, which is a step in the right direction, but having a small ledge all around the edge would help immensely in accidental death, and improve player likability should this make it to MM. Second is the theater itself. The interior is designed for players to enter on foot, but there were no incentives for going in there (what power weapons should spawn there?) Second, the large seat design is a little awkward, and I feel that something could be done to play with the space in that room (it is a taller than it is wide...maybe an upper platform)? Also, I'm not sure if this was your intention or not, but when I was viewing your map in forge I noticed various objects used colored "team" properties, like the green bench and other landmarks. But when going on a FFA match everything is at a neutral color. If you truly meant for these objects to be colored, you need to select its color through the "object color" pane instead of the "team color" one. If not, disregard this. I also found your street cone; a crouch jump off of a column into a little camping overhang. Nicely done. Hope this helps.
Thanks man. I really didn't have the room to add more to that long area, any other pieces were either being used for more important things or didn't fit. I hope people are smarter than the gap, but I understand the issue and I would patch it if I could. There is a needler in the theatre, which is a decent weapon on the map, but the main focus of the theatre is to be a safe path through from vehicles. You may not always feel the need to go in, but a ghost or Hog chasing you can change that a lot. Once again, I worked with the budget on the massive chairs. I had to choose to leave them gargantuan. The colors were done this way to prevent them from going neutral in round two. The map is really not set up for FFA, I didn't even include neutral initial spawns. Good job on the cone, I'll try to hide it better next map. Thanks for all the feedback! Edit: Agreed with Duck, thank you for leaving such great, real feedback.
I'm glad you like the water side. I don't think much of anyone's actually fallen in the water on the map though. Anyways, the buildings provide a place for infantry to escape vehicles. however, in order to get a power weapon (which will likely help against vehicles) they must venture out into the open where they are vulnerable, an example of risk vs. reward. Also, it's good to see a new member who can leave in-depth, intelligent feedback.. keep doing that and you;ll be right at home on the Hub.
Psychoduck and Flyingshoe, These are all good points. I never considered a space on the map exclusively for a rest from enemy vehicles; these are all valid. Admittedly, playing an actual match on this map with objectives and whatnot will be the final decider, which I have not done yet. With about 4000 left on the budget, however, there are always objects you can use to build the rails. Falling off the map, with you guys, may not be a problem, but I still hear players complaining about the falls in Uncaged (one of my favs) or Pinnacle (around the center platform, at the end of Long Bridge..also one of my favs) about accidentally falling to their dooms. The only difference here is that those instances are far fewer (area wise) on those maps, and much larger on yours (granted, they are BTB). I'm only saying this because I feel your map could be a MM contender, and making these little changes could mean that much more. Truly, SANTAANAS [br][/br]Edited by merge: One more thing. Since it's reserved for BTB, anything not colored red or blue will simply not appear. For a map that's primarily gray, i strongly suggest adding color.
I actually had the pleasure of playing some one flag on this map with FlyingShoeILR, Jdino188 and a stack of other people. Probably my favorite one sided object map I've played in Reach. It looks nice and plays the same. The map seems like you'd be at a disadvantage with one team have a hog start, but due to the defenders having high ground and easy access to a GL it balances out pretty evenly. This map is definitely worth the download.
I would add more color, but actually quite a few pieces are colored already. The map is so big it is hard to notice the little color colored parts give, and I didn't want to use the generic Platform-XL-through-the-wall idea And I don't have 4000 budget, I have 40. And I also have almost no parts left to go with that little budget, including no blocks, not enough for more decoratives, and I believe no ramps. Even so, many of those categories have no good parts for that, and scenery is too expensive. Thanks for the MM part, but you forget that mostly crapy maps get into the BTB playlist. I'm not sure I hit the criteria based on what is in now.
I love this map. It reminds me of the Halo 2 maps with its big, asymmetrical layout and the aesthetics are amazing. Simple but nice to look at. It also makes me think that gameplay is similar to Rats Nest. Great job!