Sewers 2! I have just been informed that there is already a sewers 2 but it's the map that matters not the name. Name= a word Map= hours of work! http://www.bungie.net/Forums/posts.aspx?postID=21493730 Well, if you have seen my first sewers map (not to be confused with shock theta's sewers) I hope you enjoyed it. But i have been forging day and night to bring you........... Sewers 2 *what you guessed that?* I have tried to keep the same close combat death around every corner type map but this one i have decided is slightly more open. Anyway your not going to read all this when you could be looking at it through pics so here they are. Behind the big lift (third sewer leads here) Third sewer, you can see the side sewer above Stairs to third tunnel/sewer Centre tunnel/sewer Side tunnel/sewer The big lift (works very well) Centre overview Panoramic view of outside (idea of size)
a lot of areas look really messy. And by the looks of it, that staircase of window panels doesnt look very functional. A lot of it doesnt look very good for walkability. I like the curve you seem to have going through some of it. But there isnt much I absolutley love about this. The layout is good but the execution of the layout is lacking.
the window staircase is the thing I really hated to put in but stairs wouldn't fit and i'de ran out of money
You could try removing that with the infinate money glitch but that may take a while to create it exactly the same again
Yea i did use the inf money glitch what i should of said is i had max objects down but i couldn't be bothered >.<
yes this lift does work, most will just push you up so you have to jump forward but this one actually pushes you forward
THkind of comments are completely useless. I'd rather someone give me a comment on my maps that said they disliked it, but why they disliked it, because it gives me feedback and tips on how to improve. If you just say awesome it gives no information other than you liked it. Say why you liked it, what aspects you did or didnt like, what you think will improve it. Please give comments that are over 1 word.
I have to check it out, Im a huge fan of your original sewers. Give me a chance to play it and I will give you some feedback soon
Sloppiness aside , the concept for a really good map is there. Its a 3.5/5 more for effort. Its ok for a couple of people to run around and frag each other.
There are some messy parts correct. But things such as the weapon holders those are immergable and you can put those inside those double boxes and you won't even see the weapon holder just the floating gravity lift. Another thing that could be fixed is the window panel stair case. All you have to do is slant two of them on an angle and they don't even have to jump to get up it.
Nice concept ans idea, but I don't think you really spent enough time on this map to reach it's full potential. Your interlocking is a little messy and you said you made the window panel stairs because the orignial stairs wouldn't fit? Why did you just interlock the stairs in place? lol I don't know, but this does look like a fun map if you fix it up a bit.
This map is confusing. Not in layout, but in its construction. Some areas are really beautiful and show great interlocking, the curves you've made are really nice and clean. But some bits do seems sloppy, boxes not meeting etc and one the bridges (the one with the tops of signs poking through it and with the barrier on top, looks pretty mismatched in height with the objects around it. The well executed interlocking is let down by some really bumpy/unwalkable floors and I found myself having to jump a bit more than I'd like. I understand you reached the item limit and so some areas are stuck the way they are cause its all you have left (I know this pain) but if you touched up some of the interlocking and brought it all up to the standards of the best bits of the map then I think it would really benefit. You can clearly forge well but a bit more attention to detail would really help, only for gameplay purposes as aesthetics are really up to you. I'm also a bit hesitant about your gravlift. You say it pushes you forward not up but you really have to come at it from behind for that to work, its far from perfect. If you reduced the spacing of the doors so it was in a smaller circle it would possibly help as it would make people jump into it straight. Also, the grav lift above the first one, the one that pushes you forward slightly, isnt that effective. I've seen other people use flat surfaces angles so that they steer the grav lift jump to the right place, the A sign you have sitting on top of the map looks spare and would probably do this pretty well if you position it right. Speaking of the top of the map, are you supposed to be able to get up there so easily? Cause theres alot of fuel rod cannon up there and once you get up there I can't see why you'd go back down. Its pretty easy to get up there with a grenade jump from the sword platform especially considering the regenerator and over shield are both right there as well as there being lots of grenades on the map. The tunnels made from merged open single boxes aren't great either, the ones with the shield doors. I do like how you've used the fence wall to make it walkwable inside and the height balance is good, but its kind difficult to get into from outside due to the height and the small opening, its not that hard but it is a bit annoying when running around. Some kinda small ramp would really help this out if its possible to find the objects somewhere. I do like alot about this map though, the flipped manncannons used as small ramps to alleviate bumpy floors is really nice and very well executed, I'd never even thought of that and inventiveness is key when you're near the item limit. Also, someone said that they didn't like the stairs made out of window panels. They're a compromise I know but I think they're ok, not perfect but they work well enough, considering you don't have any alternative items I wouldn't worry about it, but you might consider slanting them like Agamer93 suggested. Loadsa weapons but you said you were going for death round every corner and I think you've got that down, have you considered making a gametype with quick respawn times for this map? Just a thought. A pretty good map if you like small, death filled games, can't see camping happening here apart from on top of the map. Could do with some touch ups but remember guys, he's reached the item limit so only so much can be done.
Well, what can i say, thankyou for that post it is very helpfull. I never knew you could grenade jump out. (the fuel rods are there because extra observant people will find a way out quite easily, i like to add secret parts in maps) I might fix some things up but at the moment (dare i say it) i'm pretty much bored with forge, hence why i've posted about 50 posts on forgehub today
Im gonna have to find that way out now, curse you. I do tend to rant I know, but I don't like to give unfounded comments on a map so I generally have a forgethrough before I really comment. I know what you mean about being bored of forge, Astroturf my last map was so intensive I don't even want to think about starting something new for a bit. (that doesn't include our project desert rat, I'm still up for it EDIT: I found a way up but its loong, i grenade jumped out where there are 2 plasma rifles, 2 spikers, a plasma grenade and a spike grenade and walked round, grenade jumped up 2 walls then jumped off the dumpsters. Long winded, is this the way you mean? I also noticed ur "MP" of powerups and teles as well as the box that spews stuff out. All very nice and I like hidden stuff. But if you delete a couple of objects there you might have enough space to fix a couple of things. I don't know alot about the money glitch but I think if you delete an object it only means you can't place anymore of that kind of object, others should be ok. I've done this before just to finish a map, it was so bad I couldn't even place spawns This is really up to you though as I can see why you wouldn't want to remove your hidden stuff, its kinda like ur mark on the map.