I saw your message asking for testers i wish i could have helped out but my xbox is broken, But from what i can see this looks awesome and i have to say that the bridge looks great and the overall look is very pleasing to the eye. Will be sure to d/l and have a few games once i get my xbox back.
Thanks, asctetics was a big part of making this. And yeah, asking for testers from that thread was pretty much a waste of time >< The testers I got were randoms from friend lists and from the tester guild gamertag.
TRIGGERS! Something I have been experimenting with. Instead of new image alterations in the new Forge releases, they should have included trigger sets, multistate items, and perhaps interactive scenery! I think forgers are evolving, and this is a great beginning. It's year 2552 and our current door technology is far superior...strange.
Thanks, and yea, this map is linear like normal conquest untill the bridge is unlocked and turns into multiple ways around. Almost like a conquest-Hybrid.
hey looks great looks like u added some nice touches after i left... im glad i got to help (even if it was just with a few walls) looked great then, looks better now, unfortunately i hadnt gotten to save it then so DLing now...
I tried this map out today, I loved it. You did a great job on desiging, creating and forging the map. Your weapon placement is good as well, and the level feels fantastic. Great.
Lol back then all it was was the pathway and half the walls. But yeah, I ran out of materials so I had to re-do those walls, making a checkerboard pattern and use wall, box, wall , box, wall. It sucked lots. Thanks for the support. Thank joo vary vary much sir. The weapons were a bit annoying, and I had about 5 different versions of just the final equip\weapons. Eventually that version kinda shined out amidst the rest, being more simplistic, but hey, sometimes simple is better.
I played this one tonight... very win. The utility of the switch, I think, is still being perfected, but nice job showing how it can be done. As a conquest, it's very solid. The curved hallway is nice although confrontations become repetative. I guess that's what conquest is all about, though. good job.
This map started as just a platform and the switch, because I knew I wanted to make a conquest with a switch. As far as utility goes, do you mean it is too hard to trigger it, or the actuall bridge isnt that great. How do you think newer generation forgers can perfect it?
No the switch itself kicks ass, I didn't have any problem triggering it. I was talking about the bridge. The bridge is still great, and I'm not trying to take away from it, I was only trying to say that there is lots of potential in how switches can be used. Also I forgot to mention: great job with the external scenery, that's a nice touch.
Glad to see the map get a furious review, for quick reference I might as well post it here. Territories (Conquest V2) @ Deterioration by TCK Swordscar I'm not the kind of guy would lie to spare someones feelings, so I'm just going to say it...it it it was pretty great =] gotcha. Kind of like one of those melodramatic moments on American Idol where Ryan Seachrest is like LaFonda. . . I'm sorry you are NOT going home. Lawlz. . . So anyway this map looks really planned out, thats always good, its perfectly symmetrical, the perfect amount of cover, and its also very aesthetically pleasing. Beautiful interlocking. While I'm using American Idol metaphors, the weapons/ weapon placement were just "a'ight, dawg." From what I saw you spawned with AR's. There was a couple of BR's but the weaponry mainly consisted of spikers, plasmas, and such, a kind of large turn off, especially in a territories map (I was distracted by my girlfriend calling + gopher telling me to break up with her for the last couple minutes so it might not be accurate). I also wasn't a fan of the crouching parts, it makes sense, but really, whats it add but more confusion to a pretty confusing map. So heres the breakdown (sorry for wall of text) Weapon placement/balance: 5/10 Creativity: 7/10 Playbility: 8/10 Gametypes: 10/10 Excecution/ details: 9/10 Overall: 8.5 ----------------------------------------------------------------- The only thing I wish I could learn a little more about is how weapon placement and balance got a 5/10(eek). I guess this means I'll have to make a spiritual succesor of this map, and try to get it better.
This map is so small. I thought it was bigger until I actually got into it. It could hold 1v1 max it seems like. There is no space to move.
Thats what it seems like, but oddly enough the best games are 5v5 size, because then thats the only time it feels like a great conquest map. For slayer, 1v1 is great.
I really like this map, i'm pretty harsh too. it's has a nice addition of being able to actually play it while still very aescethic with the interlocking. nice job.