i didn't notice the interlocked fusion coil boxes, sorry ;D as i said, i can understand how it was hard to make every double box fit with the tiny budget bungie gave us, i am sure you did your best! i couldn't have done it much better on a map like that. didn't mean to be offensive. In the same way, you just skipped over all my positive reply's and focused on the only negative thing. and i guess you wanted some constructive tips, right? even if you can't do anything about it.
Its all fine. It's all fine, I just thought you meant I didn't due any interlocking at all- and may be hard to notice sometimes but its definitely there. Sorry if I was harsh, but you can understand if I put a lot of effort into this post, I kind of get a little annoyed at stuff I really shouldn't. Anyway, sorry.
Update coming! Its taken me awhile to get it done, but Monument V2 is almost ready. This updated version all but completely fixes the issues the map has had with escapeability, as well as tweeks some minor things like the respawn rate on the energy sword. I'm very excited about this new version, I've spent alot of time trying to fix these issues without compromising on my vision for the map- its a big success. I've added a roof to the bases and done something clever with window panels to keep people from using the fusion coils to fly out of the arena.
MONUM€NT V2 now available!!! Monument has now been upgraded to version 2!! The changes that were made may be minor, but they were very important- such as addressing the escapeability of the map previously. New pictures have replaced the old ones in order to reflect the new changes made to the map. The following is a list of all the changes that were made: A ceiling has been added to each base. Window Panels now prevent using fusion coils to fly out of arena. The barrels have been removed. The respawn-rate on Energy Sword has been increased. The respawn-rate on the Needlers have been increased. While it may still be possible to escape the map when falling trucks form ramps out of the arena- this is quite random and not-to-mention very rare occurrence. The weapon respwn rates were made to adjust balance issues, and the barrels were always kind of unnecessary anyway. Anyway, I hope you like the new Monument V2 even more than the original. Thank alot, and remember to keep forging.
''Please note that we'll only give your map one Map Review, no matter how many versions come out. Exceptions can be made for exceptional maps that only required a few small adjustments.'' Sorry kiddo, I only had the old version of the map. The Review Hub Map Name:MONUM€NT' Author: LynnJynh9315 Reviewed By: E93 Enjoyment: 6/10 Monument did a good job in amusing us. At the beggining, though. After a while, the gameplay gets repetitve, and you start realizing all that was wrong with the maps, from Spawns, to Unnecessary Objects on the map. Despite it being original, creative, and new, its value tends to decay slowly throughout the game. Balance: 9/10 There were no problems involving Balance. There were Power Drains for people using Bubble Shields, as an example. It might have actually been a bit too balanced. It needs an extra shazam!. A different power weapon wouldn't have done any harm. Durability: 1/10 One of the easiest serious maps to escape. With a single grenade, you're out of there. LynnJynh took no effort into placing something that might make it harder to escape. Not to many Double Boxes would be neccessary. Instead, he wasted the rest of the budget on unnecessary Fusion Coils, Double Boxes, Fences, and 2 Trucks in the middle of the map, when that money could have been used a bit wiser on other things.Spawn Point placements weren't the big deal, since there wasn't even enough space to put that many. The problem were the badly placed Spawn Areas. LynnJynh still needs to learn a bit on Spawn Areas, and placement, since there were only 2 in the map. Spawn Camping was tremendously easy, with gaps behind the Spawn Points so you could just sit there, waiting to assasinate someone. Aesthetics: 7/10 The map was aesthetically pleasing. The Symmetry was incredible. It, again, lacked that extra something. You'd be pleased with it, but there's nothing you've never seen before. Originality: 6/10 The Symmetry was what was really surprsing. What was on one side, was on the other side. It really differentiates itself from other maps. It's like an arena, maybe. It's not like one of those open maps that just have things placed about them. That's what really shines. But there's nothing here that will make you gasp, or cream your pants. A different map, but nothing so special. Overall score (Average of the above): 5.8/10 So the map does have it big weak spots, and lack of the shizam!, but it's a map that you'll probably enjoy for a while. Still, needs a lot of work on the Spawns, and the Breakability though, but I'm sure you'll have fun on it.
The aesthetics on this map are very impressive. I especially like the stairways. My one concern is that you have two shotguns and two swords on the map. It seems like having only one of each would be probably keep gameplay from being too focused on power weapons. Don't get me wrong, I love the Shotgun, but too many power weapons lends to repetative gameplay. You've got a DL from me.
3.5/5 some of your merges are sloppy, the a and b signs, and a few useless items are put in places. I liked the layout and the post. most of your merges looked clean to by the way just a couple.
Holy s***, that was awesome. I've never had a review like that before. Could I get you to review €T€RNITY too? I realize that the original version of this map had several errors- escapeability being the big one. Even with that considered, thank you very much for your thorough and insightful review. If you don't mind I'll being PMing you to review my new map as well.
It wasn't all me. It was the Review Hub. Unfortunately, we're not as active anymore, and you might not get your second map reviewed. I'll try, and I'll see what I can do, but I doubt that the Review Hub will be as active as it was. It consisted of dedicated members, who all contributed to the review. If we ever start it up again, consider that done.
CTIKFH Aaanyway, looks like a very nice map. I like the use of Trucks as a gameplay device. The aesthetics are also impressive. The only complaint I have is that the shotgun and sowrd spawns seem a little close to each other (though that may only be due to the overhead perspective of your diagram. I have yet to play it and see). You have my DL
I see. Well I suppose I can wait (assuming that pie-in-the-sky can happen). Nevertheless, thank you for at least reading my message.
The exploding trucks were an awesome idea but the rest of the map in a little dull. I see some places where some more interlocking would really help and some of the weapon placement is kinda wierd. Your spawn points are also placed poorly, making it easy to spawn camp... The aesthetics are not very good on this map either, you should remove some of the fusion coils and add some aesthetic touches. This map is not bad, you implemented some interesting ideas, but it needs some work. Decent... 3/5
I've have version one on my 360 since you released it. and number 2 is swiftly going to join it. I hope you fixed some of the small bumps from one though love it and the exploding top cannon with the trucks is a very original idea. I don't have it anymore but once played 3 on 3 and the opposing team got a triple kill by lobbing a grenade down and the truck splattered all of us X_X xD anyways well done.
Yes, maps like these are awesome. I get a beaver creek feel from the layout. Two bases, opposite sides, symmetric. Bound to have some epic ctf games. Great interlocking and nice "rock fall" like switch haha. Splatter Kill? Great Job