Obviously the map plays like a donught, but Its fun to play so its a non issue. It just funny multi can't or won't see it lol
Doughnut is actualy a funny word, because i think it's supposed to imply 'dough' that's deep fried and then has a 'nut' texture
I dunno if I could even pick three... I have like 5... or 10. But I think that's fair after playing several hundred maps lol.
1. I'm pretty sure he was joking. 2. Oblivion is by far the most interesting map to play at a high level currently in forge. (deal with it) 3. If Oblivion is a doughnut, then Port 66 is a race track.
I know right. But, in all honestly all you guys do is hype **** and don't explain yourselves ever and when you do explain it. There are so many subtleties you miss because you fail to see whole picture things, as well how teams can effectively play something. I'll explain my experience with Oblivion and explain a subtlety that causes the donut play style to appear. Played Oblivion with Box and Career. Mind you we had a good time but basically the entirety of the game was Career and I controlling Incineration Cannon and Binary rifle and because a person has to clamber to get up top and both exits are visible and the player can abuse lanes and Halo 5 movement in case they go down shots or grenade spam becomes a thing. On top of this, the one true counter is OS which is negated by I-Cannon and the fact that is not difficult to when the fight for it and get back up top quickly via the teleporter being right next to it. If you play it like we did we would wait for them to hit a tele or attempt to clamber up. AR is also ridiculous in the top hall and because of clamber you typically get first shot and the majority of the time first shot whens in this game and even more so with the AR. So, the subtlety that is off. Sure the top of the map is either a tight corridor or an open platform. These are good ways to balance the top of maps, but because there is a lack of a true hard route or a more direct connection such as a tele or lift it becomes extremely difficult to challenge a team doing this who has the lead. This then leads to the map functioning like a donut. @MultiLockOn I don't think anyone would disagree with when saying that we look at are own maps differently than others do. We see our maps how we want them to play. So, your little comment really means nothing to me as of course you would drink your own kool-aid especially when everyone here is either: A. A **** rider. B. Only can really see a map for how it looks. C. Doesn't feel confident enough in their own knowledge to say something might be wrong or they don't know enough and accept everything as cool and when a bunch of people think something is cool they think, "Gosh, it must be good." D. Or they say everything is trash and don't give a reason. (This is your little group and executioner.) Last Post in thread if anyone wants to discuss this anymore shoot me a P.M. Sorry for taking your thread off the rails Soldier.
Is it that time of month again where you get really insecure and insult any map that people currently like. I don't "hype" up my maps, but I do put effort in the releases. Yeah, I'll make a cool video, and sure I'll fancy up the thread. I care about my products, what's wrong with that? I'm not sitting in the WAYWO all day going "You guys won't ****ing believe what's coming next!" like 99% of the people here. When I finish the map, I post the thread and the video. That's just being professional. Also I don't know how the **** you define a donut but it's either A: a map that you just constantly run around the outer ring, or B: a map that has an outer ring but you just want to sit top mid and shoot towards the edges. Right off the bat, there's not even a continuous outer ring to run around with oblivion, you'll hit a port and jump locations. But even if that matches your definition continually running around the outer edge of the map the entire game isn't going to win you anything. It's certainly not going to play like that. I don't look at my map how I want it to be played because I don't force a single style on ANY of my maps; my biggest goal for anything I create is to be flexible under stress. I make it a mission to abuse every part of my map as I design them so they don't crack. I don't care how your single game played out because I know if you & Career or You & Salty tried playing anyone higher than a Gold 6 with that strategy you'd get stomped on. And if you're willing to not sit on a forum and run your mouth against literally any map that people claim to like, we can twitch stream us playing Oblivion and I promise you that you're not gonna win a game against me sitting top mid. Regardless your entire reasoning is completely bunk. If you're going to sit on the central pillars in the lava atrium, the second someone ports to Hydra you're ****ed. If someone is in the curved tower, you're ****ed. If there's 1 in either and 1 down below by OV, you're ****ed. Anywhere you drop from those pillars either player will have a LOS on you OR OV will just drop into the port behind him and cut you off. If you stay up top you'll either die fighting or die trying to jump towards the top labrynth. The reason it's spaced to be a clamber is for that exact reason FYI; it makes running away hard. Good teams on that map will punish bad movement. Getting up from chapel is also a clamber, which means once you're pushed out it's hard to get back up. Again, it punished people for running. Maybe you missed that 'subtlety' but you're not exactly a skilled player. If you sit in labyrinth a half decent player is going to nade you out without even stepping foot in there. There's plenty of frags to help this as well. Even a shitty team that is smart enough to place 1 member on either end of the labrynth (1 chapel and 1 lava atrium) will get an easy pinch because there's nowhere to hide. There's 2 sections to the map, in a 2v2 game. Nearly example you listed involves a power weapon defense which is irrelevant to me. Like so many people have said so many times; power weapons don't fundamentally change how a map plays. They just change single encounters. If you can't see past this I'm not sure what to tell you but flushing either upper areas of Oblivion is trivial. But like I said, we can just play the map and we'll see who's right. Or you can just sit on the forums and keep shitting on any map that challenges your e-***** since you refuse to forge anything interesting.
"I don't "hype" up my maps, but I do put effort in the releases. Yeah, I'll make a cool video, and sure I'll fancy up the thread. I care about my products, what's wrong with that? I'm not sitting in the WAYWO all day going "You guys won't ****ing believe what's coming next!" like 99% of the people here. When I finish the map, I post the thread and the video. That's just being professional." Sorry dude, that just isn't true. You hype your releases up a lot more than some other people, with much less public information/insight into what the actual map is pre-release. Nothing particularly wrong with that, just calling a spade a spade.
Key word "pre-release". I put effort into the map release, yeah. I've always considered "hyping something up" to be anything that goes on prior to something coming out. I don't really post much of anything prior. Semantics really, I don't see the issue either way though.
Lol I was referring to posts you make in the WAYWO and such. Usually goes something like: Multi: I'm making something really cool guys Other people: Can we see? Multi: lol nah Rinse and repeat a couple weeks later. Just my observations, I don't really see any point to it but whatever, it's not really worth arguing about.