Thanks to everyone who has left feedback. Testing has continued and is at v1.2 stage now. If the testing continues to show good results I will put 1.2 in my fileshare and post an update. Just for info: Version 1.2 changes: - Tweaked spawns for more even weighting overall. - Added jump ups either side of middle structure. - Added Barriers on top of A signs to prevent Cr0553d/anyone dropping the ball behind them. - Removed Magnums due to under use - They may return. - Moved Red and blue base door jumps into wall. - Rotated B door jumps 90degrees for balance (previously red jump obstructed by window) - Increased width of front opening of A. - Increased size of A and B hills @Hit the lights: Send me an inv please man, more testing today! @Wheezy: Thanks man, I will be on every night testing till it is as close to perfect as it can get. @Humboys: Although I am aware of the grenade issue, it hasnt ever been a problem for me in game, on any map.
I liked the addition of the snipe in the 1.1; this is really coming along nicely. I'm guessing you're GMT because of when I'm seeing you online, but I'm gonna try and hit you up for some testing when I see you. I;m usually on in the early mornings before I head out for work, so I might be able to squeeze in a test game or two.
Yes, I am on GMT. I will be online every night between 7-11 ish and more at the weekend. I will make sure you get a spot in the party if I see you on.
I'll be on tomorrow and off and on over the weekend. I'll try to set aside some time to help you test it if you want. I think that all the improvment that you have made are right. The only thing that I felt was a little odd was the spacing on bottom B. I will test v1.3 to see how the spacing and LOS feels. Keep up the good work. I'll mostly be working on my map this weekend, but send me an invite when your on.k.
Wow. One of the very few MLG maps that look like not only a lot of time has gone into making it, but also play testing as well for refinements.
I keep missing you by a couple of hours, dammit! I saw that you were having trouble with the snipe being embedded in the open box when dropped, and it looks like you did an incredible job getting that fixed. One if the things I love about this map is the fact that you pushed the outer ring into the default Foundry bases a little, thereby utilizing the half wall there to break up that long line of sight. This is a great map that deserves far more attention here, and I'm itching to get some games on here.
That's the stupidest thing I've ever heard. This map clearly was built from the ground up, and is rather good.
The time put into this map shows with how neat everything is. The interlocking is perfect, and the geo-merging is flawless.... 5/5. I will download when my 360 returns from Texas. >.>
Once again, I feel the need to tell the newer members this: Download the damned map before you open your mouth to comment it. I'm sick and tired of fools judging a map's quality by the pictures that are posted. They should be used to get an overall view of the map's layout, so that when you actually play or even do a forgethrough you know what you're getting into. Those that don't start doing this will run the risk of looking like a complete and utter moron with nothing more than diarrhea of the mouth.
++++This is smooth, clean, asthetically pleasing, and fun to play on. -One element that I found to be a slight annoyance was the amount of cover. I escaped death too easily a few too many times (Yes I am complaining about escaping death). Maby you could shorten the single walls in the walkways so they're ineffective cover unless you crouch. Thiss will promote a skilled, more difficult escape.
WoW this map is perfect and couldnt get better all I have to say about it is MLG foundry maps do not include a sniper.Otherwise its great!
@DarkSynth: Thanks man, I hope your box is back soon dude. @Squid: Pwnage. @Mr G: An interesting blend. @Phoenix: I will consider it for v1.4, thanks for the input. @Halo crazy: Thanks man. Yes, current MLG foundry maps have no sniper.