Thx for the feedback, im not sure if you were talking about an older version or not. Please try another on the current version. I found that to be a problem in earlier versions, but i feel like ive fixed it. I cant remember the last time i played on it and it didnt end 3-2 or something similar. The point is, flags are getting scored with teamwork. I'd be more worried about it if i was still getting stalemates where it'd be a 1-0 game. That could still happen but both teams would have to be overly defensive.
Yeah, I'm pretty sure I ended up in a 2 or 3 to 0 game. I originally thought that it was just red base that was difficult, but blue was the same. However, I do know that whenever I went in for an attack (whether with a team or not) usually met up with at least twice as many enemies, so I think they might have been playing defense harder after the first cap.
BLAM! it, Who gives a BLAM! about DL count lol. I looked at ways to open the one side of blue and i decided to move this rock. Originally, it was right in the middle (closer to the ramp 2x2) constricting warthog movement. This should make you happy shoe =P. DL and enjoy!
Hey, I remember this map. You showed me this in a party a while back. It seems to be a great map. I havent got to play it but as far as I can say it looks solid, except I think there are too many rocks on the map[/inside joke]. If you guys get some customs on here, hit me up cuz I would be down to play this anytime. Sexy Crane btw.
I had an amazing time testing this map and was waiting for its release because I had to restrain myself from downloading the test map; it was just that amazing. I think you did an unbelievable job with this map; I think that it stands out very well, is beautiful, balanced, and I could only see myself playing Multiflag on this in Matchmaking incredibly happily.
I haven't got the chance to play on this yet, but it looks like a solid map. I'm just wondering, but do you recommend 6v6 or 8v8 the most? It looks big enough to support 8v8, but at the same time it looks like 6v6 would play the best. Anyways, if you're playing this anytime soon, send me an invite: cory021
i like this map bro i looks great by the video it looks like its a fun play as well i love how it feels like i halo 2 map the industrial kinda setting makes me feel at home i cant spot anything i really didnt like but i didnt look hard either so its looks like good forgeing to me man great job
I was just starting to take a look around Forgehub when I noticed this map featured on the front page, and I was just thinking about how well that half of the Island could be turned into a sweet map! You really captured the potential that I saw for that spot. I do hope future versions will support even more gametypes than you have now, which are enough for most uses, but I'm a supporter of "more gametypes the better." I also felt the map could use more respawn points, but again "more spawn points the better," so that could just be me. Really cool map!
Gully Summary of Gameplay Gully is a big team battle map set upon the island of Paradiso. Made to look like a harbor of sorts, players must not expect the peaceful life of a fisherman upon entering the Gully. Long to mid-range lines of sight coupled with mild vehicular gameplay make for some interesting and highly competitive scenarios on Gully. Sniper play and DMR battles make up the majority of infantry fighting as cross team Warthog brawls make up most of the vehicle action. It is easy to say that Gully fulfills the classic big team battle experience of the late halos all the while delving into something almost purely Halo. Something almost like an eight versus eight Halo: CE map. Balance/Durability/Aesthetic Enjoyment Gully is an asymmetrical map and while height variances and natural geometry may play a role in why the map is asymmetrical, the weapon layout and base positions coupled with player routes creates the illusion of an almost symmetrical map. This makes for enjoyable experiences for players on all sides. Aesthetically, Gully is not extensively impressive, but the presence of a clear cut theme does pave way for easy player orientation and area call-outs for strategic advances during gameplay. These aesthetic gems factor in to the actual enjoyment of how the map is played. One thing that can almost singlehandedly ruin a map’s enjoyment is its ability to keep players within the play boundaries. Aside from one error mentioned later, the incredibly open nature of Gully shines no face to an exploitable perch that could otherwise be taken useful advantage of during the game. All of these factors, coupled with other aspects of the map create a more enjoyable environment for players to be in all the while fighting to the death over who knows what. 5/5 Gametype Enjoyment When it comes to deciding what games to play on, Gully definitely sings its song to the sound of Slayer. And eight versus eight battle to seventy-five kills definitely encompasses what Gully was built for: Vehicular combat broken up by Sniper and DMR infantry battle with a consistent fight for the Rockets and the Ghost as power weapons. The mixed sightlines amongst the map create a great concoction for all of these elements making Slayer on Gully a fetching good time. However, for those seeking a gametype less about out-snuffing the enemy and more about out-smarting the enemy, Capture the Flag takes second in most preferred gametype. The maps’ layout, reminiscent of a thirty degree Sidewinder, creates an ideal base to base combat scene perfect for such a classic objective game. Other less popular gametypes are also less preferable on Gully, as games like Crazy King and Territories do not fit with the linear, two-base structure that Gully presents. Lastly, as the story goes with any big team battle map, any free-for-all gametype is never a good idea on Gully. 3/5 Weapon/Vehicle Balance The arrangement of weapons on Gully is handled extraordinarily well. There is a Sniper Rifle on each side of the map that is close to each team's base.Sniper mechanics are expertly designed, as players must grab the Sniper and go to a useful location. There are Shotguns placed within reach of each team, giving sufficient balance to both long and short range brawls. Similar to the sniper rifles, they are placed at a location of minimal usefulness. The Rocket Launcher takes on the role of the centralized power weapon. With the Grenade Launcher a little ways behind Rockets, the close proximity of these two weapons seems a little redundant and the Grenade Launcher’s presence on the map seems mundane entirely when met with Rocket Launcher. There are five vehicles on Gully: two Mongooses, two Warthogs, and one Ghost. Much like the Mongoose’s use on any big team battle map, it is a very good transport vehicle that is generally used in objective games to get to the other base. The Warthog can be hard to drive, and in the hands of a less skilled driver, flip over thanks to their limited maneuverability amongst the geometry on Gully. The Ghost is the best vehicle to have on Gully. Its rotational maneuverability makes an ideal choice for vehicle combat on Gully because of the aforementioned tight spaces created by much of the natural geometry and built geometry. However, the open space between the large braces and the docks where the Ghost can be found is where it is most useful, and the unbroken nature of the pond area down there makes infantry traversal useless as the Ghost will tear them up making the Ghost borderline too powerful. 3/5 Design Balance Gully is an asymmetrical map, so balance on all ends is hard to achieve. With height variances factored in it can be all that much harder. Blue base takes the high ground on Gully and simply makes it a little easier to defend as snipers can hole up in the base and take out enemies coming from afar looking top-down. The advantage is minute though, and the tighter path beneath the large braces alleviates the advantage rather well. As mentioned, the open area in the middle of the map is susceptible to vehicle domination as there is nothing to break it up, making infantry traversal of that area a cry for death. The dock’s design makes for a great outward advance onto either base and control of it often determines who has the winning edge, but it does not guarantee victory. The layout of Gully is easy to learn. There are no complex walkways and the hidden paths are relatively easy to find making for a slight twist of strategy should they be forgotten in the midst of battle and an unsuspecting player who thought they had a vantage point is now in for an assassination. All in all, Gully may be asymmetrical, but the way it is designed with counteractions to certain built in advantages creates the illusion of an almost symmetrical map. 4/5 Written by: PacMonster1 Map/Gametype Breaks Gully is located on a secluded portion of the Island within Forge World. As such, water surrounds more than half the playable area. The other part of the map is blocked off by the mountain and forge pieces so escape is impossible. Players that try to leave the play-area will find soft or hard kill barriers preventing them from getting far. The distribution of kill barriers is pretty judicious throughout the map but with all the geometry and openness of the play-space used, there are a few minor lapses. There is a small pocket on top of the left side of red base in which a player could jetpack up to and not have the countdown timer go off. From this location, that player could see most of the map and have some cover. The pocket is not very large, in fact a player would have to dangle over the edge of the forge piece to be safe but it is easy to get to. Another location a talented jetpacker could get to is the top of the tree directly in front of red base. The tree next to it has a soft kill barrier but the tree in question does not and although being on top of it offers little cover, it is still offers an unfair height advantage. Finally, the crane. An aesthetic wonder, but very tricky to cover in kill barriers due to all the odds and ends that stick out. Players could jetpack to a ledge that juts out from the back of the crane facing red base. Players can see most of the map from this vantage point and be in decent cover. Even higher than this position is a piece of the antenna that sticks out on top of the crane “cable”. Players would not be in much cover from this location but they would have a great height advantage and be able to survey the entire map. Other then these few and far between mishaps, only accessible through a jetpack armor ability, the map is solidly covered and for the most part keeps players within its bounds. 3/5 Spawning Spawning on Gully is as near perfect as it could get. The map easily handles full parties without issue. Opposing teams spawn in safe locations and in very few instances will players spawn anywhere near danger. The plentiful cover and neutral areas around the map make spawn camping near impossible and predicting any one spawn difficult. Players will tend to spawn in their base more often then not but that is to be expected and it still cannot be predicted. If a player tries to stake out a player spawning in their base, that player will likely spawn in a neutral location within cover or near their team mates. 5/5 Lag Gully has no noticeable lag problems and even works well within split-screen. This is due to the fact that most of Gully is made from single objects or natural components. Much of Gully’s design is built around the pre-made landscape of The Island. 5/5 Theme Gully’s seaside theme is extremely well made. The way it is all set up makes it seem almost like a default map, not a Forge map. The docks and crane are all aspects of what would be a seaside base or wharf and the large braces feel almost like oil pipeline or something of the sort. The bases are not wholly felt by the rest of the map. Considering the rest of the map's serene feel the almost militaristic look of the bases breaks the theme of the map between them. 4/5 Key Aesthetics There are a variety of aesthetic keys that play role to the inherent theme that Gully possesses. The three main aesthetic pieces on the map are the braces, the docks and the crane. Each of these aesthetic pieces makes use of few forge pieces to create magnificent works of art that contribute to maps theme. The crane on Gully deserves the title of the showcase piece on the map. The amount of detail that went into it is beyond creative, and it was made with only five Forge pieces.[FONT="] [/FONT]5/5 Neatness Very meticulous devotion to building is seen all throughout Gully. Unnecessary bumps or gaps are not seen and there is no visible flicker of objects. With the exception of one piece, there are no awkwardly jutting pieces that ruin the visual appeal of an object or building. In fact, the near perfection behind Gully’s construction is almost professional. 5/5 Originality One thing that is hard to create and perfect on a Forge map is the presence of a real life theme. Thus, it being hard to create, it is also hardly ever successfully accomplished. In terms of originality, all of the structures and play areas therein, ranging from the open nature of the bases to the way the large braces are constructed between the bases, create an new yet classic feeling experience that has been missing from Halo for years. 4/5 Rating Multipliers Enjoyment: 8 x 2.0 = 16 out of 20 Balance: 7 x 3.0 = 21 out of 30 Durability: 13 x 2.0 = 26 out of 30 Aesthetic: 18 x 1.0 = 18 out of 20 Final Score Understanding the Review Hub's Ratings Have a question about your review? Review Hub Community Feedback