I remember you showing me this map at TGIF#23 I'm pretty sure it was. It looks as though you've made it look prettier while keeping the same layout. Congrats.
I played a 1v1 and it was already too crowded and claustrophobic. When I playeda 3v3 it was completely hectic and full of spawn camping already. The forging was beautiful. I love how you used mancannons as ramps too. What my 2 friends and I disliked most was the inability to jump at the highest point without being stopped by the roof. This to me disrupts the flow. Suggestion : Instead of a roof, make the walls higher so that you cannot escape. 4.5/5 for Aesthetics 4.0/5 for Gameplay 2.5/5 for flow. Edit : I read other people's comments. Most of them seem to disagree with what I have experienced in the map, so I will redownload and try it out again. I only played 2 games on it.
The map is supposed to have a claustrophobic feel and as for not being able to jump there were simply no items left to make it curve up and have it completely coved Edit: Try some ctf people seem to love it
This map should get featured..This map is the best feel one playing on it,One thing i dont really care for but it doesnt matter is the the boxes.you should of turned them upside down.But awesome job 5/5
So one forgethrough later... I know that you were going for the claustrophobic feel, and it certainly shows in this map. Makes those a little grenade and jump happy a little nervous but hey, it's part of the intentional design, so I really can't complain about that. Also, there's a..."busy" feel to the map as well, with all those objects so close together. It doesn't seem as clean to me when there are just a liquid ton worth of objects that close, but hey, it might just be me. Nice use of the mancannons as ramps. Really helps with the feel of the map, plus (for the most part) usable as well. I do want to say that using the pallets as a wall works well... except for the fact that if you go grenade happy on it, it could glitch, but it's more likely to make an annoying noise then it is to seriously hamper gameplay. Unfortunately, I really couldn't take a good look at the weapons, but glancing through what others have said in the comments, I would think that the carbine already in this map is a better mid range weapon then the BR for this situation. It allows you to get a bit closer (which this map forces), so the BR's effectiveness is nullified a bit. After all, you can kill faster with a carbine then a BR if all shots connect, and the final shot is a headshot. That being said, without going through a pretty big playtest, I don't see anything inherently... wrong or broken with the map. Sure, there are a few bumps here and there, and they could potentially hamper gameplay in certain situations, but considering what you have to work with, it was pulled off pretty well.
This map is very fair, the weapons, spawns, and flag spawns are very well places and even.{i lost the matches i played on it } Mostly smooth everywhere except for a few bumps. The man-cannon ramps are very clever also. Over all i rate this map a 4.9+0.1/5. Very well done (i clicked feature on the poll)
Yes about the boxes I originally had it so they were upside down but I just thought it looked better with them like that. It also makes them look better next to walls
Well you invited me from the Tester's Guild gamertag so I guess I'll give a proper review. Enjoyment: I did have a great time on this map. While we only played 4 games on the map, Team Slayer, Slayer, and two Capture the Flags, I think I good a good taste of the map. The first game we played was our 2v2 Multi-Flag. I did have a great time, even though a lot of the game took place at the bottom base. We did fail, but I did well and I owned some face. There was a lot of grenade spamming, and it definitely wasn't as fun to be on the bottom as it is to be on the top where you have a large line of sight. Team slayer was also fun, but again, being at the bottom was nowhere near as fun as being at the top, as we got grenaded a lot, as well as the other team camping in the energy shield room. Free-for-All, however, was not fun at all. Most of the action shifted towards the middle this time, but since we had even more people, it started to get chaotic and very campy. No one really spent much time at the top base and I got spawned killed a bunch. Rating: 9 Balance: Ok, again, during the CTF, the team on the top definitely had the upper hand. It seemed that we were just getting pinned down in the bottom, and when we did break out, we got killed again. When we were out of there, it was usually us pinning them down. I think the people at the bottom really need something to give them a bigger advantage to get out of there, and the shield door is just annoying. Team slayer was actually very fun, because we weren't pinned down in the room the whole time. More of the action took place outside and it was very fun. The 6-man FFA is hard to test for balance, simply because it was so chaotic. I really think you can't have more than four people on the map. Also, One-Flag should be stealing the flag from the top, and you need to move the power weapons down more so that the bottom has a chance of getting it. Rating: 7 Durability: It is impossible to escape the map, so you score high in that respect. I do think the spawns could have been done much better. As I keep saying, the team on the bottom does get pinned down in the bottom room. I really can't emphasize how annoying that is. Some of the ramps are very annoying, like one place where I was trying to jump into the room, but my head kept banging against it. I can't remember where it is, but I know you do. A lot of the floor is kind of bumpy, but it's overall good. Rating: 7 Aesthetics: While there are certain things I don't like, such as a lot of the ramps (window panel, man cannon ramps) and the not upside down boxes, I really like the rest of the map. It does look like it could be a map that bungie made, and I think the aesthetics are part of what makes a map want you to come back to it. I don't like random A and B signs either, even if they are for cover. And the pallets are somewhat annoying at the bottom as well. I can't really think of anything specific that I like, it's really just the overall look that is good. Rating: 8 Originality: While there's nothing ORIGINAL about it, it's still a very good layout. It definitely has its own distinct feel and a nice blend of close quarters and long range like you said. It has some cool aesthetic features and an overall awesome feel. Rating: 8 Average: 7.8/10 Score: 8/10 I would have given it a 9, had you brought the fight away from the bottom room a little, fixed some of the ramps, made the floor smoother and fixed a few spawns with FFA.
Well, me and SGT just got done fixing one flag and weapons spawns. I can't belive we didn't set the top for defend...
Well give me an invite once you have V2 ready for testing. It would be nice if you could fix some of the ramps too as I said before. Edit- I want to try some infection too with you guys, because we never played it yesterday.
I did a forge threw the other day... I was like Wow...Thou its a small map your build was very creative. I like your maps over Mallets way older small maps. The only kicker is that height of your map...If I was the spartan in your map My head would hurt ... because of how low the celling is... everything else was really nice. Few pop shots that I didn't like, for example a stairs end sticking out of the wall and the pallets... everything else was a wonderful job keep it up!
Everything minus the roof have been fixed and will be put as a version 1.1 soon. Fixes: *Snipe Removed *Spiker added behind the Sheild door *2 plasmas and 1 spike grenade are now located on the map *Ramp going to the needle room Has been warped and de-bumped *Flag spawns at A Base in 1 flag. *Spawns Revamped and improved apon... Spawn areas were used. *3 Carbines on map *Things Have Been Smoothed Out!
Great map ! The gameplay is good and Aesthetically this is simply awersome. Personnally I hope that this map come featured. Overall : 4.5/5 Ps: I particularly appreciate this place who look like a small Celestia ^^ Covenopolis : Celestia :
i love all the levels the lower area were you can just to the next level and all the dif things you used to walls looks great! 4.8/5 but maby try to make it a little biger
Oh wow thats pretty cool I'll have to check that map out Ummmm I cant understand you post please fix your spelling and grammar
Hey SGT, I think he is trying to say that he loves the textures of the walls, but he say that he deducted .2 points for map size. I understand bad spelling
This map had great gameplay. Everything was nice, though, there was that little crack. Kinda weird. And the Needler is not useful at all. Either way, i liked the man-cannon ramps, and the grenade whole. And the aestetics were great. Esspecially the B room, looked great. BTW why did u delete the Toby da whale, I wanted to see it. But, yeah, great map. Overall : 5/5
Henry the Whale will live in the hearts of millions a legend of his own kind... even though he was just a simple Wraith. So, if you miss Henry as much as I do, please download in honor of his memory.
This map looks like it plays very well, however I have not tried it yet but might later. The interlox look great and that first picture makes me want to play it. However, I would recommend flipping every single double box over so that it looks neater. To do this, I would suggest changing respawn to all items around the box to not spawn at start, brace the double box with bridges, and then flip it over so that it is flipped but still in the same spot as before. So as I said earlier, it looks great and looks like it has good gameplay. My rating for now is 4/5 but I will not rate the thread yet.