This seems to happen in every thread. But please, if you are going to comment, at least say something of value. Be more specific, what things look nice? Why does it look nice? Why don't you like that? Things like that are what I am expecting in comments, so please please no more one liners.
commentzors: This is a pretty interesting map design. The biggest things that jumped out at me were that there are no "rooms" and very little elevation--I believe the most elevated areas are only a single box high and there is a single verticle wall u can reach which is a box and a half high. That isn't necesarily a good or bad thing, although the lack of those features which are found on most maps might make it repetitive. I haven't played enough on here to say for sure though. Also, I'm pretty sure the ghost isnt great with so much cramped spaces/cover+bruteshots+spikes. That isnt a big deal though--I'd take a hard to use ghost map over a noob-tasticly easy to use ghost map anyday(if u know what I mean). There are also a few jumps that are a little to hard to land imo. First, the fence platform over the regenerator. I would add another crate on the other side since it's almost impossible to jump without crouch/nade jumping. Also, the jump to get to the sniper(coming from the overshield). It is a pain to jump when your in the middle of fighting some1, especially if your trying to get at some1 on top using the bruteshot, as it's really easy for your own shots to push u back. I would either lower it by another door-top or make it a ramp.
wow, this has to be one of the best maps ive ever seen. when i saw the double wall, geo interlocked, inside the staircase, i knew that i had to download
Ok, well your comment about no rooms or something about elevation, I have no idea what your point is or what your your talking about. As for the sniper spawn, it is supposed to be terraced. You are supposed to have to jump while fighting, I mean, on Reflex you had to jump on that little wall sticking out to get into the tunnel. As for the fence wall thing, well I mean you are supposed to crouch jump, I crouch jump all the time. I mean, and for the brute shot thing controlling that area, well generally better weapons do control the higher plain... So basically I just don't understand what your saying, all of the things you mentioned were things that are normal, higher terraced plain, crouch jumping required areas..... I mean I'm very happy you have taken the time to say all that, I just don't know what you want really, I just didn't get it...
Hey hey, I checked this out today, and I reckon its pretty darn impressive, you obviously put ALOT of work into it, I really loved the floating weapons, lol and the fence box filled with barrels is sweet x] will probably keep on my HDD
lol, this map couldnt be even BETTER aestheticly. thats the best feature of the map in my opinion. Anyway Brute, i got your message and actually i would like to play this map with u so i can get the best out of it. Can i add you so we can play on it sometime?
I just meant having to crouch jump is kind of annoying especially during combat. I didn't have a problem with the fact that it's terraced. It's just that the first step is a little high(again, slightly annoying but not a huge flaw). As for the rooms thing, well there isnt a room on the whole map--it's mostly open space with some cover and a few choke points(btw I played a 3 man ffa earlier and there were still some minor spawn-kill issues). By th elevation thing I meant there arent any really tall areas that you have the option of going up to(not necesarily a bad thing just an observation).
Hmmm.... that is just how it turned out I guess. But wold you agree that compared to alot of maps it is still pretty good? I mean, next map I'm making is going to be a little different, a few more tufts and turns to make it even more interesting, but overall I am still pretty satisfied with how Flux turned out. And I did mean to make it that high though, nowadays there are frequent uses of crouch jumps, some in official maps, Tricky jumps on Ghost Town, that jump from Gold to Blue in Guardin, but whatever, I'll be sure to keep that in mind.
forget that. i crouch jump as a standard now. its just a skill you should know... if you cant have a tactical jump here and there, then theres no reason to make a map. look at how pissed off people got over the tiniest of jumps being removed from Lockout to Blackout... keep doing what you're doing. some people will have to adapt. if they dont, screw em.
I don't expect any more comments like that. You PM'd me telling me you gave mine a bad comment because you claimed I said your map was horrible. Here at forgehub you can't just be a baby because someone said something you didn't like. It doesn't matter, your comment carries no weight, and this map is quite different from Reflex.
Alright Last night me and TurboGerbil604 was playing this and this isn't good for FFA, Oddball, but it is fun with teams and KotH. Nice map though.
i made some room for this map and dled it.. it was deff worth it. i didnt get to play any games but just messing around was really really fun... but i found something you may want to fix. your 1 wall is extremly easy to get out of.. i can see even acidently getting out of the map its so easy.. but oh well i guess. still a 5/5