RIGD Created by RJM619 Supported Gametypes: Team Slayer and FFA work best. Also supports Oddball, KOTH, VIP & Juggernaught. Also works well with Team SWAT. Map Description This map is a reimagination (TM Bungie) of The GRID from Perfect Dark, but has been changed up quite a lot to make it playable within the limitations of forge. However, the elevator remains! Despite the changes, there are definitely parts of the map you will recognise! The map has also been designed to give a more industrial warehouse feel, and there are a few little jumps and tricks that you may not get at first, but help make the map even deeper. Onto the pics... _________________________________________________ The Main Room: The Rocket Box opposite the lift: The hallway behind one set of pillars: An elevated hallway leading to the 2nd room: Or go through the lift: The Grav Lift spawns in front of the lift every 30s. An overview of the Grid Room: The top off the lift: The lower floor of the Grid Room: _________________________________________________ Weapons & Layout All weapons have a reduced spawn time and spare clip. _________________________________________________ Thankyou for reading I hope you enjoy the map, and as always, feedback is muchos appreciated! Download RIGD
Unfortunately i have not played Perfect Dark map The Grid so i am not able to comment on how true you are to your inspiration. So this post will be done entirely based on how i feel it works as a competitive map. First thing i will point out is that the map is easily escapable. I made it out of the map in less than one minute of starting my forgethrough. The cause of the problem is the random walls and signs you have just stuck up against the boxes that form the main body of the level. For those viewing the thread you will get what i mean if you look at pictures 2, 5 and 8. Obviously escapability is something that you will want to address im sure as it will ruin any competitive games if people choose to get out of the map as quickly as possible. Some of these placed on objects look like their are there as some sort of asethetic reference. Ie. the A and B signs on either side of the elevator but others just look like you are trying to cover up gaps in your box walls or trying to create some weird asethetic touch to the level which i did not really get. If you want to keep these in the level then you should heavily imbed them to prevent escape from your map. I think this map and weapon layout is best suited to FFA and im not sure how well it would hold up in a Team Slayer game. Oh also when playing Oddball i found that you have not removed the default Foundry ball spawn which is in the middle of one of your double boxes near the elevator. In terms of spawning again i think they will hold up for a FFA game but probably not team games. In Slayer you have not placed a single Starting point, actually you have not any Starting points full stop. So your initial spawn in both FFA and Slayer games is essentially a lottery. The elevator is good, i do like that. Its a very nice touch on the map and it works very well, please move the shield door on the upper doorway up enough so that it covers the doorway rather than leaving a gap through which you can be shot. Also it looks scruffy and takes away from the awesomeness of the elevator. In terms of your weapons i cannot understand the point in the single Spiker. In a map that can offer relatively long lines of sight and has a mauler for close encounters considering people also start with an AR the single Spiker is somewhat redundant unless you are able to make it over to the plasma rifle. Its a lot of work though for a map that does not appear to be dual friendly. Also there are a LOT and i mean a lot of explosive barrels and propane tanks next to weapons. I can understand adding danger to collecting power weapons but 2 explosive barrels and a propane tank next to a Frag grenade?? (Considering that the Rocket Launcher is only protected by 2 propane tanks) Surely thats a bit over the top. All the "soft" objects you have placed ontop of pillars and the double boxes look kind of fun but the wire spools on their side worry me. If someone shoot those things they will start to roll and will then fall into the map. Great for a laugh when someone gets crushed by one but in a competitive game its a nightmare come true. The space infront of rockets seems very open and would probably play a lot better if you filled it a bit more making line of sight slightly harder and raise the importance of being able to out manoeuvre an opponent. I do feel the map would also benefit greater from some geo-merging. There are holes around the side of the maps upper levels and the boundary walls due to a lack of geo-merging. Im not the biggest fan of interlocking and geo-merging everything but it is incredibley important in competitive matches to ensure grenades do not get lost after they have been thrown. If you do not know how to geo-merge then check out ForgeHub's Forging 101. They are very useful tutorials to help players improve their forging skills. I do get the feeling that this map has been posted without actually being tested which is a shame because as a FFA map this has potential. I like the general layout because i think it would work well for smaller FFA games of Slayer, Oddball and KOTH but the map does need work to touch it up in places and address weapon balance and escapability. Hopefully some of the comments will help you improve the map. If you want any further advice i would be more than happy to jump into a Forge game with you and explain in a bit more detail where you could touch the map up. I hope to see a v2 of this map where its FFA potential really shines through. I SeNTiNeL I
I agree with my previous post, ^, The map does need some more interlocking and I think that you should start to work on a V2. 3.9/5, This would be really good for a FFA game of Slayer. I have downloaded the map and Yes, It is possible to get out of the map, You hop up on a wall and just walk up it, And Viola!! Your outside the map. You should make a V2 and maybe more pictures would be better.
i give a 3/5 it does look like a warehouse, but it looks way to easy to escape, and the walls with random objects on it make the place look too sloppy (not warehouse sloppy, forge sloppy) the grid is kinda neat, but its old news. some of the rooms are just big open spaces with boxes randomly thrown across the wide room-thats not good, it is very un-exiting. the level itself is very open, uses a few walls, mostly open hallways, filled with a few rooms of random objects tossed around it. it isnt too fun/competitive looking. and barly any weapons, with 8people FFA, its going to need more than 7 weapons-6kinds. this needs work
Maybe it should have been posted in Casual. I know the map is escapable, but that's what happens in Foundry. Also, the Wire Spools were placed there so they could be pushed into the map.
wow, i did a remake of this map months ago. i don't want to sound cocky, but i think i was a bit more successful. few problems with yours. 1. the lift decides when it wants to work, people can't go up and down when they please. 2. too horizontal, and not vertical enough. in other words, you have way too much open space, where the original map was tight and very CQB. your map is also very low to the ground. doesn't feel like the grid really. 3. from the pictures, i notice right off the bat that a room is missing. in the picture "an elevated hallway leading to the 2nd room." that hallway is actually supposed to lead into another room first. you're missing a room. and i can see from your diagram that you're missing a second room as well. i don't wanna sound harsh, but come on. this aint a bad level, but it doesn't seem that faithful. i don't expect you to have played perfect dark recently, but at least do some research. if you didn't say that this was a remake of The Grid, i wouldn't have even recognized it. i guess i'm gonna have to dig through my hard drive and post my version this week EDIT: i see now you said "reimagination" not "remake." even so, i feel like you took awaysmore from the original map than you added
I did do the research thankyou very much, and I decided to get rid of some of the rooms to make the map more makable and playable.