That's not true. I will come to that later. I downloaded the map, and i am amazed! The layout is very good, and the slanted shield-doors are definately something new! There shouldn't be any camping, since there are multiple entrances, and the tele-lift works great! It feels like you never teleported at all. The side tunnels are nice, but i never found the sender for the small gravlifts (i wasn't really looking though). The maulers are strong on this map, you might want to lower the spawn time if it isn't already low (I'm in advanced replies, so i can't see the weapon list). This looks great for FFA, which would be my prefered gametype on this map! 9/10, breakage should be fixed Oh, and i will send you the mapbreaking film to you over xbox live, so that you can fix it.
Thanks sweeny. I'm glad you liked my review. lulz. (I only do them for maps I really like/enjoy) Glad you made this too! =D
Holy ****, nice jump skillz, I never thought of that. But it is fixed now (thank god), hopefully this doesn't upset people. They are under the grav lifts, facing upside down As for the maulers, they are set to 45 seconds with no spare clips. Since they are so hard to get too, especially under fire, their effectiveness is brought down. Most people never used them during a game, so they aren't an issue. And yes, BREAKAGE IS FIXED. Haha, I've never gotten such a great, and in depth one before. I wanted to quote the whole thing, but it would take up to much space =/
I like it. Its very unique really. I love FFA maps and the crazy king gametype. I really want make one but am in between 3 projects so ill have to hold out a little bit. PM me when you make another map, ill test for you. In-game Review: <Will have to wait till tomorrow.>
Haha, thank you, but that is just a normal brute-shot jump. You should see the jumps i had to do to break lygophobia. I see every map as a breakage challenge, so when i see a good map that looks challenging, i download it. If course not just because of the breaktest, but it comes along with my normal forge-through. So you blocked it off with walls or what? I see, maulers are usually overpowered, but if they work good in-game, then it's not a problem i guess. My Alpha Security Mapbreaking thread is long forgotten, but i always check for request. I gave up my old HLG habits, and now i use them for the better of FH. Wow vorpal, i couldn'tr have done it better myself! That's the comments you want on a map, not "nice map 5/5".
Lulz. yeah, medium-long (or longer) replies that go indepth are what everyone should do. But oh well. Can't really change that. =\ Anyways, yeah. It's ok 5w33ny, I understand. xD I did right a lot. (and that's also why I did a quick sum up haha)... Oh well. I'm glad I have this map a part of my other foundry maps. It's a great add to all of the ones I have already. =)
This map looks really well made all around. I like the layout of the map a lot, and the gameplay looks spectacular. The interlocking is very clean and the aesthetics are very good. 5/5, and I am downloading. Good job.
Thanks, and ya, I'll let you know when I am ready to test a new one (post in the Testing section) And thats no problem. Lol, well I never knew you could do that with a bruteshot.. does it only work with walls? Cause I tried on other objects, and I could only do it on walls. I will definately get you to check future maps of mine. and yes.. if only more reviews were more like his. Lol, thanks man, glad you like my map so much. Thanks for the download and comment =]
dude luv ur m aps u r my second favorite forger right next to chipsinabox damm u r veast love this and short circcuit damm i will double post hat i jyst said scratch that triple post
haha Yeah sweeny I had actually bruted out one time. But I figured, hell if anyone wants to stop and brute jump out, they'd probably be dead. Most maps an be bruteshot jumped out of unless they have a ceiling. But you fixed it now, so thats all good.
Agreed, asadahdaioashfla-guy. The brute-jump might be hard to use in the middle of the map, but it is possible. Glad he fixed it though.
wow. wow. wow. thats all i can say great map it seems like u worked hard nice merginga and geomerging great job
This map was incredibly fast paced and very intense with just 4 people on it. Crazy King was by far the best game on this map, very unique way of playing that one on this map. This was definitely worth the time taken to build and test. Very nice job 5w33ny, this is an A+++ map. My only complaint was the Brute Shot which made for some weird kills in the downstairs bunker. Other than that, very nice job.
Thank you, but please, don't post more than once, or you might get infracted again Lol, thanks. 3 wows was enough for me. Lol, thanks man, glad you could help test, and glad you liked it.
Ya the interlocking is superb. The gameplay looks really fun to play on as well. BTW I really like the story behind the map! 5/5
Lol, thank you. Yes, before I even had much done with this map, I just knew where I wanted to go with it, and then the story popped in my head, and I was like, OMG i need to write that down before I forget (even though I didn't).
I like how you added all the tubes and such to make it seem like a casual map, but still play like a competative, One thing i'm not to sure about is how you say there is a risk if you go for overshield. Cant you just turn around while going up to avoid coming out backwards?
Thanks. My original plan was to make this much larger, but it kinda just turned out the way it did, and to my pleasure turned out like this. As for the risk, the main risk isn't that you come out backward, but that you may end up in the middle of a battle you don't want to be in, because the teleporters can disorient you, taking you an extra second to respond to pressure. Playing with a full party of 4, this happens quite often. I also added the part about the risk also, cause I found some people who wanted me to trash the tele idea completely, saying there was no point, no reward, or no consequence. I liked my idea, so I added an oversheild to add more of a point (the original idea was solely to evade battle, which worked for me alot) and to add consequence, I just emphasized on the fact that just because you avoid dieing from your current enemy, doesn't mean you won't end up close to another. Glad you like it however.
Whats the actual percent sweeny? I was trying to figure it out, sometimes it seems like you end up top more often, and other times it seems you end up at the sides more often. Oh, by percentage I mean..how many teles are set to send you to the top, and how many are set to send you to the side. I was running through this last night when I was bored lol. It actually doesn't disorient you too much, which is something I often don't like about teles.
Well, 1/3 chance you will end up out there, theoretically speaking. There are 3 teles, and each chance is 1/3. So, going through the ball and coming out back there is like 33.33333333333333333333333333333333% chance. However, I find that really, the tele system in halo doesn't follow chance all that well, cause at times I would always come out up there, or vice versa, when I was testing the layout myself. So really, I don't know, but in theory you have better chances coming out the sides than the top. Also, I'm gonna try and get a gamevee video (since my teacher won't allow me to borrow the dvd converter as a capture card.. that cost $500 but we have never used it once, except me). If anyone would like to be in the match I'd record, just PM me.