Angst

1v1 Slayer
10
Featured

Map Description

  1. xzamplez
    Angst is a room based asym designed for 1v1, 2v2, and small FFA.<br /><br />Quotes from people who have played Angst:<br />"I've been Angstious to play this." -Rorak Kuroda<br />"Is this a remake?" -Seven Oh Three<br />"Tryant is the largest LoS blocker on the map." -The Xzample
    Thanks to Tyrant, ApK, Nightcock, and everyone else who helped improve Angst's functionality with constructive criticism.<br /><br />Thanks to Sangman for testing Angst like crazy.<br /><br />Thanks to everybody who played Angst months after it was released.
    MultiLockOn and IIII SEGA IIII like this.

Recent Reviews

  1. WAR WAR
    10/5,
    Max's best work.

Discussion

  1. SpartanPeter

    SpartanPeter Around the Block

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    Aestheticly seen the map looks very good, but i suggest adding some more pictures of the map,
    And there is one cool thing about the title, Angst = Fear in our country, but i never did 1v1, after seeing this map i should try it :)
    And the third picture reminds me of a part of penance, a room, i probally make an screenshot of it to show the comparisation.
    But nicely done, really smooth.
     
  2. purely fat

    purely fat The Fattest Forger
    Forge Critic Senior Member

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    For sure your best map. My only issue is and it is not a huge issue is I felt like i had control the map quite well in 2v2 if you always have someone in custom because if you do not see them go through gl or the custom room that usually meant they went through tele. I found the map to play 1v1 very well though. I was going to tell you this tonight ,but did not realize you were releasing it so quickly.
     
  3. RoboArtist

    RoboArtist Forerunner
    Senior Member

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    That design you did on the wall in the custom room is amazing. The other map you did, worthy was good. But i'm going to have to stick with this one for Nominating. Grand job :)
     
  4. Korlash

    Korlash Remember Isao
    Forge Critic Senior Member

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    Wow, I go 3 days without talking to you guys and you pump out a new map I haven't seen.

    As far as the layout goes, the room-style that you have going is pretty nice. Jumping on top of the doors reminds me of the doors of chillout for some reason, where you get to overlook the other room from the top. I typically love that. I am also glad you used curved ramps. It allows the map to take less space than it needs for a straight ramp, well obviously.

    A couple of things that I don't like are the object use in a few cases (Nothing at all to care about, mostly the 1x2's) but whole Grenade launcher thing annoys me. I obviously don't know how the map plays, but I've never been a fan of the multi-platform jumping to it and the idea of GL in the same room as snipe (assuming someone can get the GL then snipe). If it doesn't happen alot, then it's no biggie.

    Overall, it's nice and simplistic. Grayt Job!
     
    #5 Korlash, Mar 8, 2012
    Last edited by a moderator: Mar 8, 2012
  5. Erupt

    Erupt Forerunner
    Forge Critic Senior Member

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    I like this more than Worthy, to be honest. They're both great maps, but this one takes the top spot from you for me.

    The jumps make the design feel very well-planned and professional. I really like the grenade launcher placement as well, it's super risk-vs-reward.

    The changes you made earlier tonight definitely improve the map a lot. Way to pump out a solid map in like 3 days.
     
  6. UnfrozenLynx

    UnfrozenLynx Promethean

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    Damn, Xzamples. You haven't been wasting any time pushing out maps these last couple weeks. That fact that your maps are solid without needing excessive testing and reworking to be successful demonstrates a solid workflow that leaves you with a great product requiring few revisions. This is what we call being professional, and your maps are certainly that.

    Aside from that one small annoyance with the lift, which it sounded like you were going to fix, I can't think of much else to say. Can't wait to see your next map posted here in a few days.
     
  7. Eww Your Skinny

    Eww Your Skinny Talented
    Forge Critic Senior Member

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    This is by far one of my favorite Reach maps, Max nicely done. I do however agree with Tyrant that Custom and Tele are a little to easy to control in a 2v2. All we need now is for Seven to pump out some maps.
     
  8. CyborgAnthro

    CyborgAnthro Forerunner

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    The layout and use of pieces are really nice on this. It's a little lacking in the color department though, especially since some of the pieces you have with colored areas were left uncolored for some reason. Also, I have to agree that the grenade launcher is not in a good place. It's quite hard to notice where it is, and can only be spotted and reached from one spot on the map. While it does provide solid RVR by requiring time and jumps, I think it's so difficult to spot it provides a big disadvantage for newcomers to the map (not trying to start that whole debate again lol). If I were you I'd consider putting it on the bottom floor in some room away from the sniper. Overall I think this is a great map though. Nice work.
     
  9. xzamplez

    xzamplez Ancient
    Forge Critic Senior Member

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    Thanks fatty, I think the changes I made will address the problem. Yeah, I should've waited a little longer to release it.

    [br][/br]
    Edited by merge:


    Sniper is moved into Camo room now. I will post the updated version soon.

    Thanks bro

    [br][/br]
    Edited by merge:


    Problem is fixed. Thanks for pointing it out.

    Seven? Release a map? In your dreams son

    [br][/br]
    Edited by merge:


    It was actually a goal of mine to provide orientation without color, and instead with distinguishing features in each room, like a disc map.

    GL seems to be a hate it/love it thing. I personally love it because it encourages people to move off of top tele. And if they are caught trying to grab it, theyre screwed, lol. It's hard to find, but once you do, you'll never forget it. I never cater my maps to newcomers, sorry.

    Sniper has been moved into Camo.

    Thank you for the feedback.
     
    #10 xzamplez, Mar 9, 2012
    Last edited: Mar 9, 2012
  10. UnfrozenLynx

    UnfrozenLynx Promethean

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    Since sniper is now where camo is, is it safe to assume you just swapped them and camo is now where sniper was? I like the sniper being moved to the camo, but I have an idea regarding the placement of AC and GL:

    Camo might work nicely in the GL's spot since it is not only more obvious, but even if you are spotted on your way there and are still able to grab it in time before they can 5-shot you, you've still got a small chance of escaping. The RvR is still intact, the power-up's location is clear, and you're not necessarily 100% skull-****ed should you be noticed in your attempt to claim it. Granting players that small chance of survival would make the game-play slightly more intense in that regard.

    GL where the sniper was would work because you basically have either be a great shot to hit someone above you or make it to the tele in order to get some use out of it. It's location would also be a bit more obvious, even if you aren't trying to tailor your map to newcomers.
     
  11. xzamplez

    xzamplez Ancient
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    #12 xzamplez, Mar 9, 2012
    Last edited: Mar 9, 2012
  12. CyborgAnthro

    CyborgAnthro Forerunner

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    I think the changes were good. I was surprised that you even tried 3v3 here but it actually played well aside from the occasional bad spawn. If you have a serious desire for the map to support 3v3, I'd consider creating a separate expanded version with another room or connection for safer spawning. The reason I say another version is that expanding and complicating the map further might make 1v1s less fun, so it's a tradeoff I guess.
     
  13. Nutduster

    Nutduster TCOJ
    Senior Member

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    I liked this map. Very clever and intricate design. I had no prior experience on it, but the 3v3 game went just fine, I thought - I never had or observed a bad spawn, and I never had the sense of encroaching panic that comes from playing with too many players on a small map. 4v4 might be a different story, but 3v3 was fun.
     
  14. Hulter

    Hulter ^Raindear
    Forge Critic Senior Member

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    This has become one of my favourite maps, Max. Right up there with Arca and all of those maps that I fancy.

    Fantastic dude. You truly do have a bit of talent. Polish just got challenged for his (selfproclaimed but extraordinary) title, I'd say =S. Last standing MLG forger? Humbug. Keep putting this sort of stuff out, Max. You're doing really good.
     
  15. EpicChief117

    EpicChief117 Forerunner

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    Angst has a beautiful aesthetic along with a lovely use of uncommon objects. It's path design looks to be smoothly made and i have no doubts about gameplay. Great job and keep it up!
     
  16. ASSASSINinWH1TE

    ASSASSINinWH1TE Ancient
    Senior Member

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    ooo, very clean. very nice, I really enjoy the tac jumps \ decorative pieces made with the ramps in the walls. Nice use of rocks as walls to break up the looks and give a more dynamic feel, really aesthetically pleasing and functional map. props to you good sir.
     
  17. aPK

    aPK Greatest Forger Alive
    Forge Critic Senior Member

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    I lol'd

    Map is definitely cool beans. Definitely was a blast to play and the only notable problems was the overabundance of power weapons (specifically with Camo and Sniper spawning in the same room). The little Camo platform made out of 1x2s was a little awkward too. I would prefer that you move the map so that there was grass on the bottom floor, giving it that extra oomph in the aesthetic department, but the map looks great as-is.

    Good **** Max.
     
  18. MUDNUB

    MUDNUB Forerunner

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    Just to say forcing people to do awkward **** to get power weapons is the best thing. And that I wish I had your eye for design, I've been trying on and off to make something new for almost a year now and nothing has happened.

    Anyway I'm definitely downloading this, nice work.
     
  19. xzamplez

    xzamplez Ancient
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    Thank you for all the comments, guys. I appreciate it.

    I have started on another room based asym, and everything looks good so far.

    I added 1v1 gameplay for whoever feels the need to understand the layout.
     

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