Sequoia Sequoia is a Small fast paced roombased asym primarily for 2v2s. It revolves heavily on Top control and the fight to secure and hold it. While at the same time the weapon layout is designed to pull players towards the bottom of the map. Use with MlG NB settings for Custom Power up traits. Weapons: - 2x DMR - 1x Grenade Launcher - 1x Plasma Pistol Powerups: - 1x Custom Power up - 1x Invis - 1x Jetpack - 2x Health Pack Gametypes: - Slayer Screenshots:
Sigh... The resemblence in all of these recent maps are the same... As for the map, it looks well forged. I like the window you put in. but it just seems to have a similar layout to alot of other maps here on F-hub. I know its good and all, but I'm not to thrilled about the theme.
I actually disagree, the repetitive use of objects and style gives waldo his signature. When I load up a map I can tell if Waldo made it or not. His aesthetics are very fluid and easy on the eyes. As for the design, I wish it was more asym than it was when I last saw it. I see some good changes so hopefully there were more. Waldo for Prez '12 a lot is two words.
In terms of layout, you'd be very wrong. Sequoia is an original, room based, 3 tiered, asymmetrical map. Not many forgers have the ability to design a map like this. As for object use, I consulted him with some feedback about it, but some people feel like it's difficult to have different patterns in the wall while maintaining uniformity. While I do feel that this one has some connection issues, It still has great flow, nice vertical overlap, and plays rather balanced. Great map, Waldo.
What you mentioned about layout. It IS very similar to maps previously posted/made by forgers here. For example, Frenchy's map, Ripple (kystal's nipple) has a very similar layout and roof as this map right here. As much as you want to stick up for Waldo (and as much potential he has), I'm just trying to prove a point. I've checked out the other maps he recently posted and they seem more original. I just have a concern with this map, that's all. The forging style has to change and it CAN change, people just have to be more creative with a bigger variety of pieces, than just copying a bunch of techniques from other maps
No. It isn't. Frenchy's map consists of connections around one large atrium, Waldo's map has 5 rooms. That is a large enough difference for these maps not to be compared. You are clearly referring to his use of objects. Wall Coliseums with Window Coliseums as trim is a universal aesthetic. I do agree to encourage some people to be creative with their use of objects, but the bottom line is how the map performs. You have not even played on the map, so you have no idea what type of gameplay it sports.
Dude Robo, you should know better than to say anything negative about a MLG forger's map to other MLG forgers. Or actually about their maps in general. Their maps are all 100% original and unique, and absolutely perfect. If there's something wrong with it, only a MLG forger will be able to recognize it. Any one else saying something is obviously just a jealous hater. Edit Before panties get in a twist, as some people can't handle that, I'm trolling. *sigh*
Like a lot of glass and lights? We should be grateful that these guys manage to forge such maps with Reachs limited powers. Your argument about "forging style" doesn't make sense, you are looking at highly competitive maps here, the most important thing you have to keep in mind here, is the performance of the map, not how flashy it is. So please, don't blame high class forgers for the limited abilities we were provided with in Reach. And please guys, I don't want this thread to end up in a MLG vs Aesthetics Thread or something like that
Only thing I remember about this was your incredible foreign host, and some limited ways up top but it looks like you added some lifts which would probably improved it for sure.
Very solid map. It seems to stray away from your normal style for some reason, but I still like it a lot. I don't like the tele sender, though. Reminds me of Hulter's map. And well... Hulter... <3
I'm not sure I understand the argument about pieces and their use at all, considering the limited number we are capable of using. Everyone would enjoy using more of a variety, but anyone who forges knows why Waldo is using the pieces he has. This palette is designed for competitive play, and gives the map great framerate and also a lovely use of color to keep it from feeling bland. Normally if you see maps with similiar piece use these days its simply because we've learned overtime that these are the best items to use, especially to keep the framerate solid which can be pretty rough at times. The map looks great as I've expected from Waldo, I'm really liking the color and the MLG styling you gave it while adding in new little aesthetics here and there. I also enjoy that you like using the sandbar in your maps, its always been one of my favorite parts of forgeworld to forge on. It looks like it will play really well and the layout is very unique, I love how solid the walkways are and the way they seem to wrap around the whole map giving it a circuluar feel, thats not something you see very often. Definately a map ill keep on my harddrive good job Waldo.
What have I got to do with tele senders all of a sudden? Do you mean the lift on that one vertical asym map I'm not going to release?
I just came out of Forge/Halo retirement, and I stumbled upon this map. It makes me want to go back into Forge retirement.
Lol, the ones that were oh so controversial on Taurus because they didn't look like teleporters. And I was kidding. Can't tell if insult or compliment..
This is my fav of all the maps you made, I want to know how do you start your maps? How does it come to be what it is?