Jia Created by Rho FS Recommended Gametypes: Team Slayer, Jia 1v1 Recommended Players: 2-4 Well, well, well... What do we have 'ere then? Another Forge'ub Feature 'ey petal? Well settle down and put the kettle on for a brew love cause tonight we're gonna have a serious one on one session /poorinnuendo On a more serious note, yes, we have a new Feature map on our hands and it's none other than Rho FS' Jia. This map has become an unbelievably strong favourite amongst you all and it's not hard to see why. This beautiful piece of Forging demonstrates some of the key characteristics most competitive 2v2 maps desire and also provides a unique experience for 1v1 combat without the play space appearing too empty like generic team maps. Jia requires fast movement, quick reflexes and a strong dose of competitive attitude if you're planning on walking out alive. You'll often find that leaving your back door open too often can result in repeated events of 'Rape!', so it's always better to use protection in those sticky situations. Rho uses some excellent aesthetic touches to instantly familiarise the tight hallways that lie throughout the map. The blend between natural geometry, natural pieces and forgeworld pieces is almost flawless and leaves you feeling this was just another Bungie on-disc arena map. There's only one thing that Jia consistantly reminds me of though... and it's that I really fancy eating an Orange right around now... Download Jia You can view the original map thread by the author here. Want to see a map featured? Let us know here.
I've heard quite a bit about this map, and I'll say..I'm not too awful impressed. I liked Compass and was a big advocator for it to stick around during 2v2 judging. However, I don't really gather the feelings the post describes. I find the map to be cramped, crowded and stiff in most areas. Combined with a fairly easily campable nade trap, I'm not too worried about watching my back. The aesthetics don't really turn my crank either. Looks pretty standard to me. By no means bad, I mean it's excellently forged and there is absolutely nothing that's an eye sore, but there isn't anything that jumps out at me either. For someone who hasn't played too much Reach lately or look at too many maps, it should have been a lot easier to do this. I liked what you did for gameplay on Compass and I can see that your forging has come a long way with this map. I have confidence that your next map can be excellent if you keep taking feedback and working to make your maps the best they can be. Congratulations on the feature. Also, I have to commend you Stevo for not going overboard on the write up. I appreciate that you didn't tell me the map was god's gift forging or whatever feature write ups often proclaim lol.
Yea, people didn't like when I did that lol. I still haven't gotten a chance to play this, but I have taken the time to run around on it, and I can't see it playing terribly. Also I have to disagree with chris about the aesthetics.I think they are pretty badass.
While I hear your opinion, and recognize everyone's right to it, I disagree on a few points. Shadow and Cade mentioned the same grenade trap thing, and I had intended to fix that soon, but this post was made. The intent was to remove the grenades all together. So I agree with you there. I don't agree however, that it is cramped. The majority of the rooms are really quite open, and the bottom middle area are really the only corridors. As for aesthetics, I won't be able to convince you one way or another that you like them or don't. That just comes down to taste. I really like how it looks and I'm happy with how it plays. I'm sorry it didn't appeal to you as much as it could've but the majority of people enjoy it's gameplay, so my job has been done. You can't please everyone.
congrates Rho, i really enjoyed playing on this like...one to two times lol We need to play together sometime....once i find time to get on
100th download! Love the map although I've only played it 1v1 in the beta phase. I'll be sure to get a party together and play it either today or tommorow
Glad to see this featured. I originally downloaded the map when it was first posted and it hasn't left my HDD since. It has quickly become one of my favourite maps to 1v1 on. Congrats Rho. Well deserved.
I heard about this new version that you made... man staff, shoulda waited a bit! I guess you wanted to get a competitive feature out there, which is understandable, but I digress, fantastic job Rho, I told ya I could see this being featured.
Not the best 1v1 map I've ever seen, and not the most deserved feature either. It didn't play hugely well in any 1v1 or 2v2 games I've had on here. Like chrst said, it feels cramped. Because of this, I often find myself watching my back because you never know when that enemy will pop up. There were many maps you could have featured instead, but you chose this one. Basing features off of aesthetics alone or overrating the gameplay? I'm not sure which one it is. Rho FS disappointed me a bit with this one. I too loved Compass, and this wasn't a very good follow-up to it.
I'll take you up on that offer... (Only if I can bring along Chron too) Anyways, back on topic, big congrats to Mr. Rho for creating such an awesome map, I'm pleased to see that it got the recognition it deserved.
Well, I COULD have known about this newish version that fixed the only concrete issue I had with the map and because of that told the journos explicitly to wait another week or two, and feature a different map out of the four-or-so we had decided on, yet they went ahead and did it anyway. <.< >.> But I dunno, thats purely theoretical... <3
I can remove those nades and update my fileshare since that is the only "concrete" concern anyone has mentioned (4shot)