MLG Torque Created by Naptiva Supported Gametypes: Team Slayer Capture the Flag King of the Hill Map Description This is something I've been developing for a while now. It is currently an symmetrical MLG map, although I'll probably end up making a MM and FFA one at some point if people ask for it. Updated Version HERE http://www.forgehub.com/forum/competitive-maps/16288-mlg-torque-v2-1-a.html
Well, I can tell a few things about this map from the pictures. It definately looks to suit MLG variants well, so good job on that. You have a nice interesting center structure to keep battles flowing and interesting. Since I haven't actually played it yet I can only give you two suggestions. First, turn all your bridges upide down, they just look more appealing then. Secondly, you should really really avoid using shield doors, especially in MLG. MLG and shield doors = no no. Other than that this is a suprsingly good map from a junior member. And I did note the shileld door thing, but I just had to point it out again.
This looks like a really well made map that took you some time and looks fun to play. The map as a whole looks great but as you've classed it as MLG i would remove the sheild doors due to the fact of camping. Other than that it's great! BTW is it me or do nearly all MLG foundry maps have the custom power-up/invis/OS to mark bases?? - not a complaint
Lol brute captain said the same thing as you - still great map and i forgot to say i rate it 4/5 EDIT: should have edited my above post sorry
I was iffy on using the shield doors as well. But I was just trying to see if I can prevent trapping. it's really not useful for camping since it protects only 4 spawns out of the 35 or so on each side of the map. As for the shield doors above the neutral base, they're actually there simply for bouncing grenades onto the opposing bases floor in front of their base. It's extremely useful if you can aim well. But I'll get rid of them if there's a reaction. Also, I'll keep the bridge comment in mind. As of now, all the bridges are merged, and so its a smooth transition, but if after more feedback I keep hearing the same thing then I'll be glad to flip those babies.
Yes, it does seem that way, but it's extremely useful and neccessary for my map. I tried to use as many identifiers as I could for callouts, so it ended up being something like twenty callouts. The colors I ended up using were red,blue,yellow, and white(combination of all three)
Hes right shield doors dont really help in mlg maps, and another thing to add to what brute said in your last picture the stairs look crooked, idk if its just me but... other then those small things its a good map and very clean interlocking
I like it but it seems to open and i guess it is just seems to me like you didnt really do any work i know you did but from the pics it looks pretty basic
They do look crooked, but I assure you this is just the way it looks based on the way it was merged. Walking up and down is smooth and clean.
Don't mistake the open areas for just that. It was done with the intention of giving lines of sight to almost anywhere in the map, ,yet there's still alot of cover. To really succeed in this map, you need teamwork and good communication. As for the "basicness". Isn't that what a good map is supposed to be? It looks simple, clean and basic, and yet it offers much more than you realize. I promise this is true. Saying I didn't really do any work is something you should consider saying after you've played through the map. One playthrough and you'll realize I did much more work than you realize.
How is it not MLG suited? I know it looks open, but it's really no more open then the open space in front of the bases on onslaught. The way the map geometry is set up is for this reason.
I've been getting alot of flak for the shield doors, I've explained that and am not going to do that again. I'll delete them and redo the link when I get home. However, I want to know if I should delete the shield door grenade barriers by the neutral base. Can someone whose actually played the map give me a good response? I'll also be posting more photos so people don't get the wrong idea. That's my fault for the bad angles.
well the thing i noticed is that the stairs look like there blocked at the top because of the walls so youd have to jump which dosent go good and also flip the bridges over and take out the sheild doors and this map will be just plain amazing
The stair walk is smooth both up and down (who walks down stairs though?), really. As are the bridges since they're merged. As of now, v2 of MLG Torque is under construction, as well as MM and FFA versions. I really feel (as most people do about their maps) that this has alot of potential. That being said, I'll be addressing a number of concerns I've recieved here, on B.Net and on the MLG forums. Some of the things I'll be correcting are: Bridges will be turned over for more aesthetic appeal. Removal of shield doors(for MLG version only) from the bases. Although I had some really interesting stuff planned, I'm pushing up some of my designs into the open areas in front of the abses that concerned some people. Look out in the coming week for a puzzle map I've been designing. As a bribe, if Torque starts to be downloaded well, I may feel to give my gratitude in the form of a contest for the puzzle, with the winner probably winning MS points (yes, this will be only open to FH members, so yay shameless plug!) If there's anything else you might like to see added, changed in the Torque map, please tell me. Note: PLAY THE MAP before you give critisicim. I Don't just tell me things based on those pictures. The pictures don't do the map justice, which is my fault, I will be correcting those when I release v2 in the next few days.
the middle base is awsome! but the rest is pretty bla.. oh well good map still. good job for who game me -rep i said its bla meaning plain.. plain should be describing enough thanx.