Good to see a V2, I didn't really like the Forging from the first one, it was a bit too bumpy, and I think it didn't use all of Foundry. You, instead, Forged really well, Interlocked really great, and your use of Scenery is somewhat, amazing. I love the storage room, it's especially there where you took your mind and your Monitor, and use alot of Scenery. The outside, that looks a bit unused though, only some Crates and some other Objects, though I understand that.
this is copied off a helms deep put on here a while back, unless you made the 1st 1, (no idea who did), still looks good tho.
I loved v1 so much, and now you made it like 5x cooler, so I will download this right away! I like how you put more things on the map to make it look nicer. I like the storage room, looks nice with all that stuff now. 5/5
like pig said v.1 was amazing but this is even better, i will have to clear a spot in my fileshare for this, you made everything like 5 times better you get a propsicle
Wow Version 1 was just amazing but this..... It has more cover for the attackers, more weapons, more walkways, and finally more interlocking. The only thing im said about is you took out the winding ramp made out of Wall Corners. It looked the coolest with that. Anyway I hope you make another map soon because the wait for this one was too long.
Yeah, after V1 I got kinda sick of forging and put off the making of another map. Oh, the winding ramp is still there, but it's made out of single boxes instead of wall corners. I changed them because I needed the corners for the new mess hall area and I thought they would be smoother.
A played this a LONG time ago, and back then as a early pro forger, I was quite jealous. Getting rid of the jealousy, this map is amazing. I don't know what much else to say rather than great job.
Review by the Forge Nitpickers After reviewing this map fully, we have established a better opinion: There are certain parts of the map that are very messy (ex: the bridge made from doors). Imbalance in asymmetrical gametypes- the defenders don't have much of an advantage over the attackers. Lack of environment-- the wall seems to be the same the whole way down. also, (from attacker's viewpoint) behind the left side of the wall, it is just empty space. My point: give us a reason to spread out and fight across the entire map, or just give every spot on the map an 'exciting' feel to it. Why fall back?-- Once the attackers advance further through, there is no reason for the defenders to fall back to the last room. Maybe you should make a shotgun some power weapon spawn back there. That way, the defenders know that there is an advantage to retreating. Are we Humans and Orcs, or Spartans and Elites?-- with the weapon placement, it's easy to forget that this is a Helms Deep map. The orc army of Saruman was compiled of many melee orcs and a few crossbowmen. The Beam Rifle placed for attackers was one of the major throwoffs to the LotR feel. Best Feature: Interlocking and Geomerging Map Killer: Lack of Environment Overall Map Rating: 7.4/10 Our review is intended to help you further develop your map. Receiving our review means that we believe your map has great potential. Please do not take the comments as insults. If something has not been mentioned then that means that we found nothing wrong with it. We wish you luck on your future maps! -Forge Nitpickers: the dual-system forge review team
I appreciate your thoughts, but I will give you the reasons to why I made the map how I did. - I tested the map MANY times before posting the map and I found no imbalance whatsoever in the gameplay. The attackers had advantages such as the wraith "catapult", two gravity hammers, multiple brute shots, several swords, and many more items. If anything it is unfair for the defenders XD - You say the wall is the same all the way down. That is correct. If you have seen the movie you will notice this as well. But is it even that plain? There are two different styled stair ways down to the open valley (not to mention the weapons scattered about), and once you get down there you find random rubble and cover for defenders. Again, if you have seen the movie you will notice the open valley behind the wall is supposed to be that way. - Why fall back? Because you have to once the enemy dominates the wall! You can make your way back there, but there will be orcs constantly popping up all along the wall ready to meet you in combat. - Okay, honestly think about this for a minute. How would you like a game with pure melee weapons and a few BR's and Carbines? That's more chaotic and annoying than a team swords match! You say the beam rifle threw off the lotr feel. I don't see how. The map is supposed to give you the lotr feel, but play like normal team games. Oh, I have a question for you. Did you even play the variants meant for the game? Those are ESSENTIAL if you'd like to enjoy yourself on this map. Just like you said about your comments, none of these are meant to offend. I realize what you said is merely meant to help out my further map development, but I seriously hope you consider these points I have made. If you could respond I would be very grateful.
We said it's unfair for the defenders. Yes but for Halo people get very bored of aesthetics that look too continuous. But for Helms Deep accuracy, it is good. But in Halo, people just like to spawn and rush, not sit and strategize. You have to, in a way, force them to fall back. We don't mean pure melee. More of, attackers shouldn't be able to kill a defender from the exact spot that they spawn at. And yes we did play with your gametypes. We all found them extremely fun. But as I should've added, the Forge Nitpickers pay attention to more of small things that can help perfect a map, not something dumb like, "It would be fun if there were overshields for LotR!" or "Interlock FTW!" We like to think we're more intelligent than that.