Doesn't look at that bad. Center area seems to be the key point of the map. Details in other areas seem rather meh. But I guess that's ok because you've got an epic center. ~That teleporter thing also looks like it'll cause some lag. But it looks cool. Oh, and it also looks like you can escape the map rather easy... ~dl~
the asthetics are by far some off the best ive ever seen but i do think that this could be formatted for one flag or neutral bomb as well. but the map itself is freakin awesome great job.
What an amazing centre piece. This map looks wonderful. I really like how you've designed this with a specific gametype in mind, and a rare one at that. Those that say it doesn't look like the gameplay will work are fools. This map, as stated by the author, is clearly designed for KOTH and looks as though it will work perfectly. Not every competitive map has to be a Slayer map. This is a map that looks like it will play well and blind you with its beauty at the same time. You have my download.
dude buddah liked it great job lol but i forgot to say that the center peice is so good it just makes the rest of the map that is still good look mediocore damn budda liked it lol
Wow looks cool, I'll have to try it out. It could be good for some kind of modified CTF where the Defenders were up top and the flag carrier was really slow.
The great aesthetics on this map are pretty unquestionable, even if they do focus around the center of the map more than the 2 bases. The structure is really impressive looking and the hill platform is great to look at. But it does seem a little small and restrictive of movement. I only had a forgethrough and a 1v1 with a friend, so cannot comment on how gameplay will go in proper KOTH games, but the restricted jumping caused by the height of the platform got a little frustrating. Considering this seems like its meant to be a pretty frantic map, it could be beneficial to gameplay to have this smaller, more restrictive hill area, so I'm not gonna pass judgement. I like the way you have ramps coming up to the 2 side platforms, but only mancannons/grav lifts onto the platform itself, it should help to make some kind of strategy possible. But the mancannons were a little temperamental from some angles, whilst I know they are unreliable at best, my friend reckons that sinking them into the boxes they are sitting on might help, as it reduces how many angles it can be walked into at. As Tex says, the star gate tele always looks nice, but causes lag even in a 1 player forgethrough. Considering this is a KOTH map and revolves around alot of action in one place, you don't want the game lagging and ruining it. Whilst it doesn't look as good, a single tele might help gameplay in some situations. I'm glad that there aren't too many BRs around the map, and that you've actually tried to focus it properly towards KOTH games. I noticed quite a few close quarter power weapons, but again this seems much more forgivable than normal because that's what the gametype is about. This map looks really great, and actually seems well put together with a specific gametype in mind, which is refreshing. But movement in general seems a little more restricted than it should be for a gametype centered around rushing, I'd like to see a few more wide, flat walkable areas down below, on the way to the top. Despite this it is a great creation, with a degree of design that is very clear when looking at it. Its nice to see someone putting genuine effort into making an interesting non slayer gametype map.
The map looks great from the screenshots. I see some neat and very good Interlocking. The screenshots are very revealing asswell, so the people can get a first good look at the map. I also love the Bridge structure, it is very neat, but doesn't it gives a weird effect when you move?
Holy Sh**! Awesome map! I love the bridge thing on top! 5/5 It looks so neatly merged, it's CRAZY... BEASTLY MUFFINZ!
Ummm plan and simple, this map needs to be featured. Now. All you mods, staff, admins, whomever, puleeeeeaaase make this a featured map. Where to start? Umm for one, the interlocking and merging here is impeccable. The whole layout and flow of the map is unique and fresh and I've never seen anything quite like it. Weapons seem balanced and there's not too many nor too little of them. I couldn't believe anyone could use foundry to create such a beast of a map. The star teleporter thing is a nice touch. It's built around a different yet still totaly fun gametype. Basically, its perfect. Plain and simple. P-E-R-F-E-C-T and deserves to be F-E-A-T-U-R-E-D.
Ok, now that I've read through all the comments to make sure no one has pointed this out, I can. From the pictures, this map looked amazing. That was in the pictures. But most of the other structures seemed like clutter. Like, for example, those barriers and dumpsters on the back wall, to me it seems like there are too many. And oh those bridges as ramps on the sides... There are huge bumps walking down over them and they look kinda lazily placed. And wow, the thing that really surprised me was how incredibly easy it is to get out of the map. Dude, you barely blocked it off. I mean, it is very easy to grenade jump out, or even using a hammer. There is one dumpster that you can even jump to the upper ledge that runs around Foundry and then you can just walk out, I didn't understand that. But now, now that I have discussed what I was dissapointed in, I can discuss what I liked. While although most of the map really didn't look quite so appealing, the center structure was indeed a site to behold. It is hard to imagine how well rounded that circle is. It has a small amount of flicker but mostly is very appealing. The mancannons generally work, but only if you walk into them. Alot of times I like to jump into mancannons but not on this map. The shield doors were great to bounce grenades off of that were stray from a mancannon. And gameplay was for the most part enjoyable. I mean, I saw your comments about creating a specific gametype without radar, great idea. Usually keeping the hill under control was fun. Wacking fools flying up to you away with a hammer is always fun. But then again, climbing to the hill was not always fun. because of the radars usually I would just position myself right at that certain entry point and destroy them upon arrival. But, if mulitple people at once ascend, it isn't really a problem. Also, although some of the strucutres are cluttery, they do provide sufficient cover for those scurrying around the bottom floor. And I actually think it is brilliant that you cannot jump full height on top of the "Chalice" because it limits your power to make it more balanced. That way you have to be more weary of strafing than bunny hopping. I remeber once I believe I batted a plasma grenade away, it could have been the mancannon but I'd like to think it was my doing. Oh, and as a summary, I think this is an exciting combination of the hectic action from barrel blaster with the classic domain of KotH. I think that if you go back, make it impossible to get out of, clean it up, change a few structures, and address the radar issue, you will have yourself a forseeably feature-able competitive KotH map.
I love the bridge platform in the middle it must of took forever. nice nterlocking and the teleporter thing is awesome.
the center structure is amazing dare i say...forgasum? will all in all this is amazing but with talent you should make more original maps keeps forging you amazing