"An underground facility experimenting on an ancient species has gone awry. 1 verses 1 player."
This map has a lot of verticality, a unique and errie theme, balanced weapons and spawns, unsettling atmosphere, and moody lighting.
Map Description
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xzamplez, CANADIAN ECHO, purely fat and 11 others like this.
Recent Reviews
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ZombieDyer
- 4/5,
Original review: There are nice parts to this map don't get me wrong, but when we played it; it felt kinda simplistic unfortunately. Looks deffo save this one, still, Good job.
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Updated review:
Pros: This map clearly had a lot of time put into it. I know this from chatting with the creator whilst it was being created. The original direction, concept and execution seemed extremely promising. By itself at least worthy of 4 stars. I can safely say the original covenant styled area maintains an interesting take on the generic format. "This is really nice" (Talking about the Gallery area).
Cons: Testing this map in its final stage provided us with an interesting experience to say the least. I figured if people wanted me to be 100% with my review, then I should at least get some competitive players to have a crack at the map. Get ready because we have a lot to talk about.
This is a genuine quote from one of the players "Just by looking at the map you can tell it would play awful". Which unfortunately I have to agree with. To start with the map is very unbalanced. The original circular area feels like the middle of the map with the industrial part acting almost as a tumor on the side. The reason for this is down to the spawning. Whenever we died, said player almost always spawned in the "Gallery" section of the map this made for gameplay that "wasn't easy to spawn trap but very easy to flank" (Not too sure what he meant by that). This being due to players utilizing the high vantage points, bridges etc which left the majority of the industrial spawns exposed.
Next, the flow of the map is terrible. "the map is so poorly designed it's hard to be aware of your surroundings when trying to get away". If you have any experience on forge this is obvious, even to non forgers.
Side note, one of the players got stuck on the grav-lift due to ground pounding on it.
I generally feel like the map is confused about what aesthetic its going for. Some parts are highly detailed and others are just oddly plane. If this was intentional in order to represent 2 or more lifeforms discovering this area and building onto it then its so poorly executed. Nothing about this map is clear and awkwardly delves between styles.
I'm really sorry dude but we just didn't enjoy the map and everyone got bored real quick.
There was more we wanted to add but I think its simple not necessary.
Suggestions for improvement: Re-think your layout. The Gallery area seems like the center so maybe build a route of to the back of the map to even out the options players have. My testers really wanted more strategic options available, not just bridges and holes. maybe add some more interesting looking detailing, god knows you still have a tonne of budget.
Make the routes smoother, more invis blockers against bumpy walls so players don't snag.
Illuminate dark cut-off points like at the sides of ramps.
I think that's everything.
If you decide to update your map let me know and I'll of course update my review.
Keep it up mate and you'll make some outstanding maps. It's just a shame we didn't vibe with this one. :(
I'm actually interested to see what you make in the future and don't let this review hold you back. :)
Sorry for any spelling errors. I'm shite at writing yo. X) -
Ascend Hyperion
- 7/5,
I think a really important thing we need to weigh in on is Art vs Gameplay and how the two interact on this map.
Artistically, there is some really stellar piece use here. This map carries a theme that is fairly unique in the pool of contest maps and it really utilizes uncommon pieces well. The way the map fades to fog upward is awesome and the incubation chambers are eerie and cool. That being said, some of the piece use is glaringly repetitive and while I 100% understand wanting to strive for extra detail, I think it is just as important to stand back and say, "Is this too much?" I feel that sections of the map suffer from this issue.
Now comes the double-edged sword of gameplay. While the map has a very flowing and vertical layout, those same factors give way to spawn killing/prediction. The way the paths and sightlines are arranged, players have the ability to approach their opponent almost immediately following a spawn. While it's fun to hammer your unsuspecting foe, that is a super critical issue that can lower play quality. The other important thing to note is that because of the amplified vertical play on this map, downward vs upward fights can often be crushing for downward challenger.
All and all, I am still very impressed with the visuals on the map and the layout conceptually is fun. It just has issues that I feel really affect gameplay in negative ways and it is important to be aware of them. -
D3LTA V
- 10/5,
This map has gone a long way in terms of layout and pathing. Glad i got to test it. Good use of aesthetics and avoiding the classic forge look.
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Sarizon
- 10/5,
This map has such a diverse atmosphere from the map that most of us are accompanied to. If your looking for a fun 1v1 or 2v2 map that gives off that dirty sci-fi feel like aliens, this map of for you!
Honestly one of the most interesting and fun asymmetrical 1v1 maps I've played so far!
Discussion
XenPorta 2 PRO
© Jason Axelrod from 8WAYRUN.COM
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Map Information
- Author:
- Anthonyisjim
- Total Downloads:
- 208
- First Release:
- Oct 11, 2017
- Last Update:
- Oct 11, 2017
- Category:
- Core
- Minimum Players:
- 2
- Maximum Players:
- 2
- Weapons (UNSC):
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- Battle Rifle
- Weapons (Covenant):
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- Plasma Grenade
- Plasma Pistol
- Storm Rifle
- Weapons (Forerunner):
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- Boltshot
- Splinter Grenade
- Canvas:
- Tidal
- Supported Gametypes:
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- Slayer
- Custom GameType:
- 1v1
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