=================== Dawn Arc ================== -For Swat, *Big Team Battle and CTF*, and Slayer -strategy based -Power weapons: Rockets (in middle) ( 1 missle pod per side) -Power-ups- 2 overshields and 1 active camo -Vehicles: (1 warthog and 2 mongooses per side) -2 turrets ( one on each side) -Guns: 2 carbines, 2 needlers, 4 shotguns, 8-10 br's, 4-6 assault rifles, 1 brute shot, 2 snipers, 2 smgs, 2 maulers, 10-15 grenades(half plasma and half reg. grenades), and 2 plasma pistols. This is a teamwork and strategy based map, with 2 bases, one on each side. The bases are the key points to weither you will win or not because they hold the power weapons. For instance if you waste your power drain and missle pods at the beginning of the round you are gonna have a tough time. There is 1 turret on each of the base tops, under the base is a supply room with a drop down enterance with the pod, br, nades and some other things. This map is very warthog friendly, meaning they are the key points to scoring, you want to protect your warthog so you will come out on top. The cannonmans are very important as well, both sides cannon will either shoot you onto the high double blocks or if you go striaight into the cannon you will land right into the warzone with the rockets right in front of you. When the round starts the game is in your hands, weither you will stay and defend or grab the pod or warthog and try to breach the other team with the rockets. Good luck and have fun. please reply or comment. Thanks everyone! Enjoy
It looks like a nice map but I dont see much geomerging or merging, also you might want to take some action shots of people playing on it. 3/5 for me, also you might want to include a map description, looking forward to a v2
yeah that sounds like a good idea.. i'm just learning this format and the website. so yeah.... hopefully there is a v2
Just because there isn't ghost merging or geomerging doesn't mean it's not good. In fact, a lot of maps I've seen with ghost merging is bumpy and they focus so much on the appearance that they forget about the gameplay. As long as the game runs smoothly, you don't need to worry about it unless your really going for aesthetics. Besides, there IS ghost merging. You should probably get rid of 2 shotguns, you don't need 4. You never need 4 shotguns...
yeah. the reason why there is 4 is because there is 6 people on a team and its fair that 2 ppl per team has 1. i layed it out so that each person got something. 1 guy gets the warthog, 1 person on turret, 1 rushes, 1 snipes, some1 grabs the missle pod and another grabs the shotty and camps on the turret.
This is great, perfect flow paths and balance, but it might help to move a few weapons out of the bases. This really reminds me of standoff. I'm definitly downloading this, and I will try to add some other ideas for improvement.
It appears here you don't know what spam is. Spam is when you post an incredibly short reply that has no real value. In the future you will be reported for spam, and your comments will be deleted. Yes screenshots out of forge look cleaner, and yes it makes almost no difference. Thank you for making an entirely pointless post.
I love its blocky ruins architectual feel..... But I suggest maybe interlocking the man cannons into the block under them so it could go with the map theme. The power weapons at the bases is awesome! Most people only add one rocket lawn chair in the middle, and dont add any more in fear of the map being overpowered. The weapons at the base setup reminds me of Valhalla. I like how blue base is connected with the dunes, and I would like to see more things in the dunes. But what you have, I think, is very good start! Happy forging
It appears you do not know what spam is either. The post below is spam. The guy you said spammed actually gave a simple tip for getting better screenshots. That actually has some value. It helps bring a more professional look to one's map post. There is nothing of value in the above post, no actual ideas for a v2 and a hollow rating (saying "3/5" doesn't constitute a good post, it does the opposite). In the future try to know what you're talkin about or your posts will be taken with no regard. Like you just did right there? Lol hypocrisy FTW! [/rant] On the topic of this map, on paper, it looks as though you have really overpowered this map. Not everyone needs a power weapon at start, this doesn't promote map flow. The only power weapons that usually do good having doubles of it on a map are the sniper and maulers. You would probably do good, to only have one overshield, one shotty, and one missle pod preferably in neutral, or semi-neutral areas to promote flow throughout your map and increase the overall playability. Just my two cents. If you haven't actually tested this yet, which I don't think you did, I would take this to the tester's guild and they'll show you how this could be improved on. Oh and another thing, and this is just kinda my own personal gripe, run and gun gameplay is pretty much the exact opposite of strategical. But that's just my opinion.
If you actually played this, or could really evaluate a map, you would notice that the flow paths are almost the same as standoff. This makes the weapons fine, in fact perfect for big team battle. Obviously you have something against heavy maps, or you do just like to complain. Finally, this is NOT a run-and-gun type map, those are almost flat with no cover, that is just an over used term that people think makes them look cool when it does not actually apply.
No I'm not complaining I'm just telling you what having a huge number of power weapons usually, I repeat, usually does to a map. You don't know what constructive criticism is apparently. You're posting your map to be judged by the community. I told you some simple weapon balancing tips to consider. I'm not complaining. I'm not even gonna bother taking the time to reply because you obviously don't think your own posts through, oh high and mighty, elitist map evaluator extraordinaire.
The map works fine when I played it, except the bases are incredibly complicated. Try to build your bases more into the hillside, moving the upper level back onto the hillside, and using merging. Shield doors are only good in specific circumstances, which is not really here, where they would only make people start camping. The mancannons also access the rockets too quickly. Finally, I just couldnt stand all the bumps I had to walk and drive over in the bases, the pieces of the bases really need to be merged/interlocked to make smooth floors and connections with the ground. That will also make driving over the top of the bases possible.
go to forums>forge 101 there are turorials on interlocking and merging look for ghost merging on youtube
In response to pyro's post, and this is directed towards smits. Learn ghost merging...now. As just a casual forger who just dabbles around in forge for fun, ghost merging makes **** ten times easier, and far more accurate, too. Like honestly it let's you take 10 minutes to perfect one simple geomerge. If you learn to do it, your life as a forger in the long term will be ten times easier. (Note: I'm seriously drunk right now so if I rambled or anything thats why.)
Your base look very cool because you have fusioning the base of sandbox with the base of bloodglutch ! The midle look very original and the covers are very cool but could you put your man cannon in the wall ( Fusioning your man canon in you wall ) So good map i will downloads im and i give you a 4/5 !