Fatalism By: oOJayProOo This map is really small and allows interminable action on about a quarter of the surface of foundry. This map is well made with use of the merging and the gameplay is fun there also. Players: 1v1, 2v2, 3v3 or 6FFA Gametypes: Slayers Weapons: Battle Rifle(5) Mauler(1) Sniper Rifle(2) SMG(2) Plasma Pistol(1) Plasma Rifle(1) Brute Shot(1) Equipment: Fire Grenade(1) Spike Grenade(4) Bubble Shield(1) Regen(1) Vehicule: None Some picture of the map: Pictures are not really representative because the map is really restrained. Please just take a minute and try it and coment. Here is the link: Download Fatalism
I dont think u can direct ur pics to Bungie.net.....im sure u hav to embed ur pics dude.....but i looked at them on bungie...and it looks amazing to be tht small..good job,,jus fix ur post
(I have played the map) First of all I love what you did with hallway area, you don't see that area of the map being used very often. I also like how you placed your weapons, though I think it's a little unfair that people who spawn in the top part of the map don't have any power weapons, while people who spawn in the lower get shotgun/sniper/gravity hammer. I would reccomend putting the sniper in a spot closer to the crane are in the top part of the map. Also go back and check the grav lifts, it seemed that the one in the lower part of the map flipped over and feel to the ground every time I started a new round. Besides that I would just say go back and smooth some of the walkways.
Looks really complex. Hard to tell anything from the sceenshots so I'll have to download it and check it out.
Checked out the map.. If a player gets the shotgun and manages his way to the shield door room, he could camp for a good minute.. with atleast 3 kills.. Another camping spot is the sniper spawn.. Someone can just grab the grav hammer and knock anyone who tries to nade him.. Your spawns in the map are too cramped.. Space them out to areas where they can look and quickly move... Have spawns like the one near the mancannon.. you can perfectly see where your going next.. Description? Do you mean team slayer? or just FFA? Overall the map does good with FFA most of the time.. If your just playing with tweakers and people who dont care about the game then this map needs fixing..
Review I'll start by saying, thank god i'm not claustrophobic. I played a match of 2v2 slayer and went through it pretty throughly in Forge. Gameplay: Very fast paced with 2v2. You have it written up as 2-6 players, but a 3v3 or 6 person FFA might be a tad hectic. The level does look quite large from the pictures, but once your in game, you realize that it's compacted into one side of Foundry. The level may be somewhat small, but boy does it have a lot of height variation. I believe there is a total of four different stories on this map. Each of the floors share something in common though. They are very, very tight. And where there is tight, there are problems. These problems don't come from the level itself, so much as what they do to gameplay. With all these tight passageways it can be very difficult and near impossible for a player to strafe, or even jump in some occasions. This is a problem because strafing and jumping add to strategy and when your confined to such small areas it can be tough for players to get enjoyment out of it. This is also where I ran into the problem, i'll simply call, Open Season. The shotgun runs rampant on this level. With such tight corridors and windng turns, you never know where the shogun user is going to be. The only way we were able to subdue the buckshot legend was by eventually just doing a suicide stick. Moving onto the next weapon problem. The gravity hammer poses the same threat as the shotgun. It has such a large hit radius and decent lunge, that it was even harder to stop someone with the hammer than someone with the shotgun. Next stop, the sniper rifle. Although the snipers are placed very well on the level, we never found much use for them except for picking of a couple stragglers on the bottom floor. I'm not saying it was useless, but if you were trying to manuever to a better vantage point via the small pathways, you would be easily picked off by shotgun or hammer. Durability: This is where the map shines. It is 100% unbreakable, made easy by the fact that you utilized most of Foundry's walls and ceilings. Also, your spawns worked perfectly the entire game. Never once did anyone complain of being spawn trapped or spawn killed. This is because your spawns are very well placed and spread out for such a small map. Aesthetics: This is a very unique looking map, especially with what you did in the back tunnel. Your pathways and jumps are very well forged and smooth as a... you can insert your own metaphor there. It's usually very hard to get really amazing aesthetics on any map except Sandbox, but you still managed to make Foundry look brand new. Layout: The maps layout took quite awhile to understand when we started up a game without looking at it in Forge first. It was difficult to figure out how to progress to different levels and took awhile to find all the weapon spawns. This is why after the game I went into Forge and only then did I begin to understand the overall complexity of this map. In game I never saw the secret drops used to descend to lower floors, which would've been helpful for flanks and deeper strategies. The use of the back tunnel was truly unique and although it looked small, was never really a key focus of the game. I did have a little trouble with the gravity lift and the man-cannon at first. The man-cannon works everytime, as long as you look up as you do it, so that you can angle yourself the right way, otherwise you will hit your head on the ceiling. The grav lift idea was pretty cool, except that I didn't even realize it was there when we were playing. I did kind of get stuck on it once, but other than that it worked fine. Overall: You've got a truly unique map on your hands, and for the most part plays very well. I don't know if I would play with six people because 2v2 was pretty intense. The only problem I had with the map was the shotgun and hammer. 3/4, this ones a keeper.
Hey, I simply wanted to tell a big thank you for your comments, I never thought to be possible to receive a useful and such a complete comment. Because of you I understand very well what I must change to make this map better. What I offer is : -add arrow to show place less evident and gravity lift. -I would also change the hammer by a mauler and the shotgun for something else. I would like to know if I shall repost the map or to re-aim link for the map.
I think u can jus add on to this thread and it updates on recent maps....jus correct me if im wrong anybody..but im sure thts wht u do
Map have been corrected, no more shotgun and hammer, only a mauler. Some indication have been added for comprehention and the presentation(picture) are changed. The link is re-aim too