NR 1v1 Way back in November, Brett and I were watching Quake VoD obsessively. We were captivated by the amount of intellectual prowess and raw skill professional Quake players displayed. Needle Rifle 1v1, aka NR 1v1, was created to try and emulate Quake gameplay mechanics as accurately and effectively within the confines of Reach and the custom game settings available. NR 1v1's most notable game settings are 150 Speed, Needle Rifle starts, No Sprint, and 110% Damage. All of these changes were made to create a more competitive 1v1 gametype while still retaining as much Quake-influence possible. All weapons found on NR 1v1 maps are included to resemble a similar function to a Quake weapon, or in some cases, multiple weapons into one. All weapon timers are consistent across all of the maps you will find below. Also, all weapons do not spawn off start. Here are the timers for each weapon, in increasing order of spawn time: -Needle Rifle - 1 Clip @ 1 sec w/run-time minimum set to 1 -DMR - 1 Clip @ 1 sec w/run-time minimum set to 1 -Magnum - 2 Clips @ 30 sec -2 Frags - 30 sec -2 Stickies - 30 sec -Custom Powerup - 45 sec (Gives player extra Resistance for 30 sec, while changing their armor color to Black) -Spiker - 1 Clip @ 60 sec -Sniper - 1 Clip @ 60 sec drop spawn -GL - 2 Clips @ 90 sec drop spawn -Camo - 120 sec -Concussion Rifle - 1 Clip @ 180 sec drop spawn -Red OS - 180 sec NOTE: NR 1v1 CAN BE PLAYED FOR 2V2s. ALL MAPS BELOW SUPPORT 2V2s. ***If you are looking for players to play NR 1v1 with, feel free to contact the following players over XBL:*** -a Polish Korean -Bretamaled -ILevvi Download NR 1v1 Decay by a Polish Korean Intel: -Custom -Camo -Sniper -GL -Spiker -Magnum -DMR -NR -Jetpack -2 Frags -2 Stickies -Healthpack Screenshots: Top Ring Sniper Custom Camo Health Download Decay Bloodrun by a Polish Korean Brolish Polimaled vs EU(Bloodrun) - YouTube Intel: -Custom -Camo -Red OS -Concussion Rifle -GL -Spiker -Magnum -DMR -NR -Jetpack -2 Frags -2 Stickies -2 Healthpacks Screenshots: Custom Green Tele High Green Camo [/url] Red Tele Concussion Rifle & OS Download Bloodrun Lost World by Levvi Overview (Concussion) Sniper Yellow OS Red OS Bottom Mid (GL) Lift room Download Lost World
I can't see a damn thing that doesn't seem original on these maps. Great job on the aesthetic level of the maps/ I shall take a thorough walkthrough tomorrow and give you feedback on gameflow. I almost couldn't tell exactly where placed the maps which is a bonus giving it that "not a map made in forge feel". feel free to msg me under dhg redemption7 for game testing, i look forward to it
Kind of disappointing that these are all remakes, but the forging is impeccable and shows innovative use of objects. Hopefully you can do the same to your designs in the future.
Man this is awesome!!! And like the other dude sayed.. Keep forgeing and create your own maps and you might get some were!!!
How is this disappointing? I've never seen these maps in my life so as far as Im concerned they are original enough. These maps are all just wow! There is no way else to describe them. You have used objects in ways that haven't been done before such as the struts in the 3rd map [yes I worked out your secrets >] and the braces in the first and second map. Excellent work, clean forging, beautiful designs. Keep it up!
So becuause you haven't seen the originals, that makes these originals? I guess Blackout, Beaver Creek, Coagulation, Pennance, and Reflection are all original too. Don't take what I said out of context. It would have been better if they tried to design a quake styled map, rather than remaking them.
Wow I love your maps there all great the aesthetics of those are amzing and all of the maps are looking original they just feel different and like one man said "you cant even tell where the maps are placed" so yeah I agree this is the emmmmm i guess im outta wordz
When Hulter and me 1v1'd on Decay, I didn't even need him to tell me this was from Quake. It played a lot like it would on Quake which equals a ton of fun. I have yet to play on the other two but I'm looking forward to it. Great maps and it's nice to see maps from the MLG forum making it to Forgehub.
All of these look brilliant. I remember Decay from a while back, Uno and I got repeatedly spawn raped by you and bret. If we had the same amount of spawn knowledge that you two had, or if I had even known the map layout, I think we would've done fine. I loved the thematics that Decay had, and I was pretty impressed by the overall object usages as well. But now, seeing these two maps, I'm even more impressed. Lost World, especially, looks like a hell of a good time. I'm 1v1 fanatic myself, and I've got several designs that could suit NR 1v1 pretty well. I was a little apprhensive about building them at first, since the designs didn't suit regular halo-styled gameplay all too well, and they weren't too suitable for Focus 1v1 or Aftershock, but this seems like the perfect medium. I'd been meaning to get this gametype from you for a long time, I just kept forgetting to do so. So yeah, I'll be playing these whenever the oppurtunity arises. If you're ever wanting to play them, or wanting to test any sort of 1v1 map/gametype, invite me PLEASE. I need to know more people who've got the desire to play 1v1s.
@DHG I'll make sure to send you an invite when I can and if I remember. I tend to forget about these things though, so if you wanna send me a friend request, feel free to do so. @Xzample The reasoning behind making the remakes was because its one thing trying to learn a completely new gametype, and trying to learn a new gametype and map at the same time. I tried to reduce the amount of variables that would alienate new players as much as I could without jeopardizing the competitive value of the gametypes and maps. Thanks for the compliments though, and some original NR 1v1 maps have been in the works, so keep an eye out for that. @BlondishFiber This project is not among my first, but thanks for the suggestion anyways. If you head over to the MLG section, you'll see a few of my many projects. @Cryppi Thanks for the kind words. Much love <3 @Crysis Thanks bro. Truly lost for words haha. @Panic Glad to hear that the map/gametype held some familiarity and resemblance to Quake. Thanks broseph. @Rorak You should definitely throw me an invite sometime. I'd love to take a look at anything you have and would love to 1v1 you. I'm sure you'd be quite the challenge. Thanks for the kind words too <3.
After a quick forge through I must say that these maps look very impressive. The way in which you used different objects is very fresh. Overall, I think that Decay is my favorite, I love the architecture and the layout seems pretty soild too. I have never played these maps in quake, but by the looks of it Decay would be my favorite. My only concern would be the teleports on decay. First of all they look amazing, but they look nothing like teleports. The only reason I figured out they were teleports was because I stopped to admire them, and then decided to beat the glass lol, which sent me through to the other side. From a competitve standpoint, I feel that this is a bad thing, and gives an unfair advantage to someone that does not know the map. Honestly, the only way that someone would figure out what they are is if they saw someone go through or come out of them, because I assure you that it would be overlooked while playing a real game. Anyways, I hope to get some games on this so I can leave better feedback. Edit: After getting some games on these I would have to say that Decay is my favorite. I was also correct about the teleports. Blaze and I were in a fight, I was loosing and stepped backward into the teleport, then all I hear Blaze say is WTF. Rogue covered the rest of my concerns in his post.
Gametype: I don;t understand what quake weapon the NR represents at all, I am completely at a loss. All the other weapons placed around the map and the power weapons make sense, but the NR doesn't IMO. Decay: By FAR my favorite of the three, the forging is supremely clean, and everything is reminiscent of the good old days of quake. My only gripe is the teleporters, which are awfly difficult to discern. A little bit of red would go a long way for the teleporters, because thats what was used in the original. Bloodrun: A lot of the hallways felt cramped in this map. I know quake is known for its cramped hallways and tight turns, but the physics of Reach make this much less enjoyable. Opening up the halls, but keeping the doorways the same I believe would help alot. Lost World: My least favorite of the three. The map was beautifly put together, albeit cramped in some areas, but gameplay was destroyed by difficult lifts. It seemed like EVERY lift required lots of effort to work properly. The slide jump above the teleporter sender platform was hard to use because the slide jump itself was difficult, and if you were lucky enough to make it to the one way shield, it was about 50/50 that you would just fall right back down. All the grav lifts could be adjusted as well to be closer to 100% sucess rate, as of right now they just seem sloppily put together. Ruins the map really. Dont get me wrong, I loved what you did with the textures, doorways, and almost every aspect of the maps, there were just a few issues, and I hope they are fixed, because I was genuinely excited to play these when moth pulled them up, but i was a little..... dissapointed....
The needle rifle start isn't exactly supposed to replicate any weapon. It's the starting weapon because it is more consistent and with 110 damage you get a 6sk, it speeds up the base killtimes with the least effect on the rest of the sandbox.
@Uno <3 @availabe moth I actually designed the look of the teleporters based off the look off of the tele's of a Quake 1v1 map (can't remember the name), which had teleporters that looked like cracked windows/mirrors. I understand how it could be hard to figure out they are teles, but teles have a low audio pitch when you are nearby and once you figure it out, you know it forever so it's just a small problem in my eyes. Glad you liked it though and thanks for the feedback. @alreadyRogue Before I start, I'd just like to thank you for the great in-depth feedback. Regarding the NR starts: In Quake, you start with the Machine Gun, which is a utility, accurate, high RoF, medium-damage dealing gun. The NR in Reach is a utility, accurate, high RoF, medium-damage dealing gun. It was more of me trying to find the right starting weapon to fill those same characteristics in a reasonable manner. Regarding your feedback on the maps: Consider it all noted, and I will pass along the feedback for Lost World onto its creator. There is already an updated version of Bloodrun in the works, so keep your eye out for that. For now, I can only encourage you to continue playing the maps as much as you can. The metagame evolves on such a huge level once you are familiar it is crazy. I would suggest playing Decay as much as you can. You'll notice yourself picking up on many different strategies. Thanks everyone for the kind words and feedback.
Am I the only dumb one who couldn't figure out how to get up to the OS on Bloodrun? Just from forging through them, Bloodrun is my favorite. I didn't like the feel and grayness of Lost World. I thought it was a cool concept and design, but I was getting lost... in forge. Decay seems like it would play rather stalely. It's essentially a figure 8 with one route cut off and a teleporter. Keep in mind those are first impressions though. I could be totally wrong, especially about Decay since everyone else here seems to love it. I'll have to get some games on these, maybe sometime this weekend.
I can see where you are coming from on Decay Ace. I would say it is my favorite simply because it is not too complex. I agree that Lost can get confusing, and the name fits it perfectly lol. Honestly, I think the teleports are what make Decay a little more interesting. If used correctly, they can be a lot of fun. OT: Polish, I think I have only played Quake one time but I was curious why you chose the speed that you did? I might be mistaken, but I feel like you move quite a bit faster in quake, than you do in your custom gametype. As for the teleports making noise, I agree that they do make a little buzz, but even with my turtle beaches on I would never notice that in game. To many other things going on. Anyways, I hope to get some more games on these.
Everybody keep in mind that a map does not need to be simplistic to play well. In fact, the best maps are the one's that require playing it often to master it. The less simplistic a map is, the more replay ability it has. But the catch is that it requires a lot more effort to create a complex map that plays well. Polish, I will be on Sunday and I hope that you can show me your progress on your design if you started creating it. If not, post it in the sketchup thread so I can give some feedback. I am trying to get it started again.
I've only played Decay but I have to say I enjoyed it. I'm not going to lavish endless praise because it's not an original design BUT I liked the forging and I thought the piece usage was fresh, as others have said. I enjoyed the NR gametype too, Explosium was less keen but I think that's because I demolished him WHOOOOAA that's right I called you out. Anyway. I sort of agree with people on the teleporters. I understand what you were going for and keeping the spirit of the Quake map is admirable. However it did take us longer than it might have done to work them out. Reach trains you to look for the glowing teleporter beacon, so it might have been kinder to players to sacrifice a little aesthetics in order to make gameplay more intuitive. As you've said you can hear the teleporter humming, but it's sort of difficult to hear above gunfire
Excellent re-makes. However, on Bloodrun why does RG spawn look like this? It should look more like this: Was this change done on purpose? Many epic battles took place dodging in and out of that pillar. Also, you should be able to grab OS from top ledge without needing to grenade jump or anything. Decay, hm... proportions are a bit whack on this map. Though, some of them are done to keep the gameplay 'faced paced' perhaps? I'm disappointed you didn't use water though. The original had water and it would've been so easy to implement. Also, the position of yellow armour (I'm guessing the custom powerup is yellow armour) is off. It should be up on that platform, not near the ramp like that. I don't know if all these things are design choices, or just a lack of knowledge of what the original was like. Lost World, scale is way whack and getting to the lowest level is far too difficult. In Quake you had lava; it didn't kill you instantly like this air pit does. And you'd only fall into the larva if you missed the huge-ass platforms down there; it wasn't easy to fall into the lava is what I'm trying to say. A water pit with a soft kill zone would've been a better substitute, imo. Anyway, these re-makes are excellently forged, but I'll stick to Quake if I'm in the mood for dueling
Wow.. Alright first of all.. wow.. constructive criticism, focus!!! all i got is wow, great job! Ill take a closer look and get back to you!