Lune Ok, so a long time ago I made a map called, Lune. It was an inverse symmetrical 3v3 map, that I never posted because I really didn't like it. Now, I've re-done the map to play 1v1 and 2v2s. I kept the middle design but completely re-did the aesthetics, the layout surrounding the center and even tried making it a room based map. I'm not quite sure if I really want to keep this map. It has its nice points, but I need some people to try to pick it apart for any serious gameplay issues. I did have a few games on it and had some other friends play some games. They had no real concerns, but sometimes people miss things. Anyways, feedback would be great. DOWNLOAD LUNE DOWNLOAD LUNE 1v1 GAMETYPE Pictures:
<whistle souuuunddddddddd.> Looks verrrryyy niceee. Can't wait to see this one in game. Edit: CPU traits?
That looks ****ing beautiful. I honestly don't see the Lune at all but damn does that look beautiful.
Oh so that's what the map was when I joined your game the other day. It looked soooo sexay. The layout was top notch and the aesthetics were some o the best I've seen. I defiantly like the amount of color the platforms add to the map. If you ever need testers hit me up with an invite.
Haha, thanks. Thanks, man. CPU is overshield. I'm thinking about changing that up. Just to mix things up a bit. Any ideas? Well, thank you, Ace. The middle is about the only thing that stayed the same. Just the middle design. Thanks. I'll be sure to send you an invite soon.
smexy map is smexy, i took a look at the old lune and went uhhhhhhggggg looks bad, then saw this one yesterday and went holy balls this is ossim. i would love to test this map and see how it plays. astheticly this looks a buttload better and i love the layout
By the location of the CPU I thought you might be doing what Longshot and I are doing with the jump height, but apparently not. I've been thinking about doing one with mulitple changes, like speed, damage, and armor, but I'm not sure how that'd go. lol
...I really need to get XBL. You keep making awesome maps that I cant help test out. That CPU location looks smexy as hell. I thought you were done forging?
I'll probably end up doing damage resistance or something. Suggestions on how strong I should make it? Or is it like a personal preference? Ha, thanks man. Well, I actually made this map before I told you that. Goin' out with a bang, I guess.
You keept the roof -_- Anyway the map looks awsome ..... damm good aesthetics and i think i'm in love with this layout I walk on it in forge and i want more .... now you need to invite me for a game on Catha and now LUNE .
Yeah, I liked the roof. It gave a good feel to the map. I did, however, make the center atrium open-roof. I think it adds a nice touch to the map. Thanks for tryna make it all open, though. I just wasn't feeling it. I'll be sure to send you an invite soon for some games on this.
I not one to judge but...... this is pretty cool. I love maps that use the old armor orbs and brought with a new and creative design. I really like your center court, that is quit creative.
Lol, Charles you're on a bumping rampage, but since i'm here and all... I must have missed this thread because I don't recall every viewing it. The look of this map reminds me of Luca, primarily the spot in the first picture. Are you still working on this? I'd like to see it, but the link is trashed
I really like the use of those pyramids under the bad-a platform in the 1st pic. If used correctly, they provide a nice aesthetic touch, something this map has from front to back. Cant wait till release
There are some well designed rooms with great geometry (custom room, camo room), and the rest feels like generic rooms for the sole purpose of connection. Give every room its own unique feature: custom being circular, and camo having the pillars. You can circle the map endlessly without having to drop to the bottom, which means that players will only drop down to get a power up or teleport. Force players to drop down if they want to circle the map, making it play much more balanced, and increasing the chances of interesting combat scenarios. The top floor is consistently flat. Drop your balls and give this map more Z axis action. (I don't mean little ramps that bump you up 2 coordinates). I mean more tiers. Make the lift area less broken. That entire area should be reconstructed.
Dude, this looks phenomenal. You've definitely matured as a forger over time. How you keep on coming up with so many layouts is a mystery to me. Keep up the good job. I can't wait for this to be released. Love it
The rocks in the second image have perfect lighting, interlox, and connection to the ground. Those actually look natural. I couldn't care less about the rest of the map since it's 2v2, but those rocks are so good. Edit: Mocha, Flamingo, Shanon and everyone else here with a dirty mind (99% of you) don't comment on my phrasing.