The Review Hub Archive This thread contains all of the reviews submitted in the 'Review Hub' thread. The reviews are in the order of the list below. Reviewed Maps: Page 1 - Radiation 7/10 - Frozen Cargo 6/10 - Pinnacle 7/10 - Pearl Harbour 8/10 - Harvest 8/10 - Solitary 8/10 - Battle Of Verden 5/10 - Offbeat 7/10 - Shift 8/10 Page 2 - Triumph 6/10 - Reprise 7/10 - Strider 6/10 - Lunar Chronicle 8/10 - Separation 7/10 - Temple Nights 7/10 - Deviation 9/10 - Distortion 9/10 - Reach 101 6/10 - Thriller V3 7.1/10 Page 3 - Catalyst 8.7/10 - The Opera House 7/10 - Ganghouse 4.6/10 - Diameter 6/10 - S7 Line 6/10 - Renegade 8.5/10 - Atrium 8/10- Elysium 7.5/10 - Overpass 7/10 - Cubical 6/10 Page 4 - Electron 8/10 - Project X 9/10 - Indiana Wine 8.8/10 - Battery 7/10 - Compartment 8.2/10 - Confinement 3.5/10 - Attack The Fort 4/10 - Jedwali 8.5/10 - Project S 7/10 - Project Z 9.5/10 Page 5 - Paragon - 9.5/10 - MONUM€NT' - 5.8/10
Map: Radiation Author: Dynamic Echo Reviewed by: Matty Enjoyment: 7/10 We initially played the map in a game of S.W.A.T, but although it was very fun, we found it quite repetative. We then played a game of 2v2 Slayer with BR starts. The round was very intense. It was a great feeling of tension, in that stepping out of cover could mean a very quick death, or a very quick kill, depending on how tactical you went about it. Overall, all 4 of us really enjoyed the map. Balance: 6/10 The weapons are quite balanced. Nothing is too overpowering. We played with Battle Rifle starts, which meant that the AR's you placed were very effective, which was very interesting. The Plasma Rifle seemed to be the weapon of choice, especially with so many lying around. Durability: 6/10 You cant get outside of the map. There is a roof over everything. The spawns seemed ok, at some occasions you would spawn in a bad place, but given the map size there isnt much you could do to prevent it. Aesthetics: 7/10 The interlocking is pretty tidy. Some of the areas are a little bumpy, and it shows especially since the map is so small. The central area is very well interlocked, and promotes some interesting combat. The centre piece is very interesting. It looks very nice and is also a good feature for the map, allowing the player to see the enemy across the other side, but is unable to shoot. Originality: 7/10 I havn't seen a small map perfected like this one in a long time. And i havnt seen a map that creates such an enclosed feel since Reactor Core back in the 1v1. This map has many original features, like the central area. Playing in the 2v2 we found it hugely tactical. We were using strategies i have not seen done before, and which were very exciting, and kept me tense throughout the entire game. Although, at some points it starts to feel a little bland. The side corridors seem a little 'squarey' and simple, but the curve area inside the 2 spawns is a very nice shape made out of the single boxes. Overall score (Average of the above): 7/10 This map played very well, and is a credit to ForgeHub. For a small map, this really is a great piece of work. The 2v2 games were incredibly intense throughout. The central area is very well put together, and the shield doors offer for some interesting gameplay. The spawn system could be improved, and some of the weapons could be tweaked or removed. Finally, some of the interlocking could be slightly improved to make it smoother to run on.
Map Name: Frozen Cargo Author: duff himself Reviewed by: Halostriker214 Enjoyment: 6.5/10 Description: At first I had thought it was fun but it really was too much chaos. The Shotgun and Brute Shot should be taken out and a gametype with no grenades should be added. Grenades are thrown around too much which is a bad idea. Balance: 4/10 Description: Each bases had its own weapons but the bad part is that the Shotgun and Brute Shot are much closer to one base then the other. This calls for easy spawn camping and can also lead to someone leaving the party. Durability: 7/10 Description: If you take off all of the grenades and the powerful weapons it may pose to be a good game but the map is too small. If it is a 4v4 it will most likely end up with spawn camping each other. Aesthetics: 9.5/10 Description: The aesthetics just blew me away. He made sure everything was interlocked and he also made everything neat and tidy. There are a few little hiding spots I truly liked about the map and there was some scenary. Originality: 7.5/10 Description: There was nothing too original although many people havent attempted Gradient like map on Avalanche. It has been done on Foundry but not yet on Avalanche so that is why it isnt lower than a 5. Overall score: 6/10 This map seemed at first great but the Two power weapons are far too powerful. The aesthetics are marvelous. It is the perfect map for close quarters combat and is neat and tidy. Interlocking was used and nothing is bumpy. A single good grenade jump and you can get out of the map although it is hard. Remove the two power weapons and spread spawns all over the map and it will become a 7.5/10.
Map: Pinnacle Author: Novak Reviewed by: T3chnomonkey Enjoyment: 9/10 This map was very enjoyable while playing crazy king, with plenty of "Hahahaha!" moments that kept things exciting. Dull moments were few and far between, although the lack of a variety of interesting weapons was a small disappointment. Overall, it made a lesser-played game type, very fun. Balance: 7/10 Balance was obviously a concern on this map, as the author went to lengths to make the power weapons harder to get: the rocket hangs in the middle of the air, and the sword is behind a barrier. While the sword did not dominate like as on some maps, the maulers were a bit too overused and over-powered. Another issue was with the hill placement, one location had only one entrance was extremely easy to defend. Durability: 6/10 While playing, we could not find anyway out of this well-constructed map. Spawn points were an issue, however. Some points were placed too close together, but the spawning issues could have been fixed with the use of more spawn areas. Aesthetics: 8/10 Interlocking on this map is very nice and well done, although with some flaws. The door platforms bothered me, because sometimes the bridge above it would hinder you jumping. I liked that the "Door" objects were placed outside the map, so they couldn't obstruct game play. Finally, a favorite of all those playing was the "flame-grenade dispenser", an upside-down receiver node that occasionally "dispensed" flame grenades. Originality: 6/10 Although a great map altogether, Pinnacle just doesn't really offer anything hugely brand new and exciting. Although it has lots of great little features, I can't say there nothing that can really make the map stand out, except for perhaps the general shape of the map, which is very unique. It's sort of like a horseshoe around the sides, but with an elevated area in the interior. Overall score (Average of the above): 7/10 This map is one of my favorite that come out recently, for sure. Good weapon placement and nice atheistics, along with cool little features give the map plenty of replayability. Spawn areas could use work, as well and the grav-lifts, but besides that , a very nicely done map!
Map Name: Pearl Harbor Author: BiznisHippie Reviewed by: Halostriker214 Enjoyment: 7.5/10 Description: It really captured the idea quite well I had thought. The idea of attacking a ship was fun but since this was based off a true event it is sort of sad. Balance: 6.8/10 Description: Now it is possible for Attackers to win but they will die multiple times before they win. The tank on the ship is the main problem as even though the attackers have banshees and Hornets they can still be destroyed quite easily. There should really be some cover on the land between the ship and the Attackers base. Durability: 5.5/10 Description: Now the fact is you did not even attempt to put up a wall to not allow people to pass by. This can distract people as they take a battle over there instead of staying on the main battlefield. Aesthetics: 8.5/10 Description: The ship is fully interlocked and looks gorgeous. The ship is quite big and is not some ship that took only 5 minutes to make. Originality: 7.8/10 Description: The idea of a map like this has been thrown around quite often but not many have tried and those who have many of them have not succeded. This map is very nice for a 5v5 with the gametype. The fact though is only a ship was added and nothing else was added for originality. Overall score (Average of the above): 7.9/10 This map was not one of those maps where people wanted to keep playing over and over again. I had fun and fun but after a few rounds everybody had gotten bored and we all played a new map. If you have a big party of people who want to play a game on Avalanche this map is the one to choose.
Map: Harvest Author: G043R Gametype: Conquest Review by: Iv0rY Snak3 Enjoyment: 9/10 Harvest is a great map for conquest, everything is set out fairly, but so that there is a real struggle to control all of the territories, the weapons placed allow for some pretty random happenings, that you can laugh about in the post-game lobby Balance: 9/10 It is a conquest map, so it has to be balanced, the only reason it lost marks is because of grenade placement. G043R set it out so that grenades fall from the pustules on the roof, but since the placement of these pustules is uneven, so is the placement of the grenades. it is a very minor problem though. Durability: 6/10 The main flaw in the map is it's escapability. because there are no immovable objects on isolation, it is extremely difficult to block off the map effectively. G043R has done a good job, but there is a small window between when you knock down the barriers and when they respawn in which you can escape. although escaping is useless, it is not much fun when you have someone screaming in your ear asking how to get back in. the spawning system works fine, you can be in your enemies base, and the spawning system will still work fine. Aesthetics: 7/10 Being isolation, it is very hard to add scenery that fits in with the theme of the map, but he did well with what he was given. Originality: 8/10 Isolation is very rarely forged on, so combining a new gametype (conquest) with an old map, in a way that is both fair and enjoyable is quite an achievement. Overall Score: 8/10 Harvest is great to play on if you have a decent party, with members who won't attempt to escape the map. the location makes for a new experience, whilst still keeping the gameplay standards of conquest as pure as possible.
Map Name: Solitary Link to the map: Solitary Link Author: dented_drum Gametypes: FFA, Slayer, Team Slayer Enjoyment: 9/10 The map was quite enjoyable. We played FFA on it and found it quite fun and exciting. The different floors and tons of cover made it pretty suspenseful sometimes. Not knowing where the enemy is and if making a move could be your last. It was the balance that somewhat ruined the gameplay. Balance: 6/10 It wasn't overall bad. Plenty of BR's and such lying around for good ammo, but too much power weapons threw off such a small map. Sword, sniper, maulers, shotty, flamethrower. All those power weapons dominated the map. We'd end up on tons of killing sprees fast. The equipment tries to counter these but are easily overpowered unfortunately. Durability: 9/10 Virtually inescapable. Couldn't do it. No where to even try really. Bridges at top prevent any chance of nade jumping. Spawning was only a slight issue. Occasionally I found myself spawning quite close to enemies. I think a few more spawns placed could easily fix this though. Aesthetics: 9/10 Completely interlocked always helps as the map was quite beautiful looking. The center platform is very nice looking and really adds a lot to the map. One feature we found quite amazing are small drop-down tunnels in the floor that go almost unnoticed from a distance. Yet they are very aesthetic and well made. They house invisibilities/overshields. They definitely add a fine touch to the map. Originality: 7/10 Being a big arena, it isn't incredible original, however, the tunnel idea and center platform area add a lot to the map. Done, but not enough to say it's unoriginal. Overall, not bad. Overall score (Average of the above): 8/10 Overall the map was amazing. The balance really brings down the map unfortunately. The weapons just need to be fixed up a little. I would suggest removing the sword. Easily the most overpowering weapon on the map. The sniper might not be needed. With BR's and carbines on the map, it isn't needed or used frequently. When it was, it wasn't very useful as a small fighting area plus tons of great cover = sniper fail. The maulers, maybe get rid of one. three is a lot of such a big weapon. Shotgun can stay, and we also liked the good spawn for the shotty, which makes it tougher and balances it out. Flamethrower+fire bombs= overkill. It's one or the other, preferably get rid of the flamethrower, too powerful. Fire bombs do basically as much damage yet less ammo. Balances better. I really enjoyed, as stated, the tunnels though. Something about them is just really amazing. Overall, a great map, we had loads of fun!! :]
Map: Battle of Verden Author: Esquisofrenic Gametypes: None This image has been resized. Click this bar to view the full image. The original image is sized 1023x295 and weights 41KB. ^^ Fusion coils don't seem to belong vv -Review- Enjoyment: 3/10 As I was counting down the timer in the custom games lobby, I thought "This map looks promising for intense gameplay". That is not the case. Once I spawned in a ffa slayer game, I was instantly out of the map. The only way to actually get inside the designated area, was to drop into a nearby sender node. I honestly thought there was some freak 'glitch', making me start outside. Game attempt 2 has gone underway, and still, I'm outside. The reason be is that Esquisofrenic didn't bother moving any of the starting points for ANY game type. Neither for objective based variants. This diminishes the map's overall gameplay and value by a massive amount. Balance: 8/10 The interior of the map seems to be identical, so it is virtually balanced, with exceptions to the shotgun at center side. Each side has it's large arsenal of weapons, including turrets, leaving almost nothing in the center. It's so identical, it's boring. Durability: 4/10 Since players spawn outside the map, objective objects inaccessible, and outer walls are very easy to jump over, I can't give this a higher rating than 4. Believe me, the map is virtually broken. It gets immensely annoying when you happen to be shooting at an enemy, and he/she escapes by jumping over the boundary walls. Aesthetics: 7/10 Although the walls are too low, the map is pleasing to the eye., until you find yourself stuck between the geometric walls of foundry and an upside down single box. That's when you wish the forger spent a little more time working with the geo walls an his slanted walls. Half the walls look like they were placed with haste, leaving behind a sloppy footprint telling us tat the forger didn't care too much. Originality: 8/10 I've only seen a few other maps created for trench style warfare, telling me that the forger likes to create something fresh. A big plus in my book. Overall Score: 4.5/10 (FAIR) I know this is the first version of 'Battle of Verden', but there needs to be a huge overhaul on fixes and spawn placement. Until that happens, I declare this map Broken until v2 is released. I hope to see another version, because this map does have potentiality.
Map Name: Offbeat Author: Dom Says Oi Reviewed By: Matty Enjoyment: 7/10 The map features alot of fun areas. The highground is a rewarding area to control, however it is very risky for a player to stay there for long. The interiors made for some very fun combat, and it was a very thrilling match. However the spawning stystem seemed flawed, and began to affect the gameplay. We spawned in the building a vast majority of the time, and as we ran outside, someone would spawn behind us and shoot is in the back. Balance: 6/10 The weapons are pretty well balanced. No weapon seems overly powerful. The only problem is that you havnt changed the run-time maximums on the weapons and equipment, meaning around 5 of every weapon can be present at any given time. We experienced this slightly, and we had 2 sniper rifles and 2 shotguns present in the match at the same time. Durability: 5/10 We were unable to find a way outside of the map, although you can frag jump onto the top corner wall, above the rocket building. It is a very offensive position, and you can wreak havok on alot of people before you are finally killed. Also the spawning system needs improving. The spawns always seem to end up in the building, and a majority of the fighting takes place in there, even though it isnt really a fun environment to fight in. Aesthetics: 8/10 If this map was down to looks, it would probably have been featured already. This really is a work of forging art. Lots of very interesting interlocking. Lots of merging that looked like it took a long time to perfect. The Rocket Building is very nicely constructed, and i really like that you merged the fence wall ramp into the ground to remove the 'bump'. My only issue with that is that fence walls are a really bad item to use as a floor, and that is because it has very bad physics with grenades. Sometimes a grenade will stop, sometimes it can bounce back at you, and it is very frustrating. Also some of the interlocking is quite bumpy, especially around the turret area. Originality: 7/10 It is a very nice shape. Lots of areas to spawn in safely. Lots of interesting shapes created using interlocking that i havnt seen before. You gave me a few ideas for a map just looking at it in forge. You have created a very map that may look like alot of the others, but tends to play quite differently. Matches tend to be a fight for the highground, when they usually are a fight for the most powerful weapon. Overall score (Average of the above): 7/10 This map is very well constructed. The overall shape is a perfect size, and offers lots of 'safe' areas to spawn in. You have also used the merging and interlocking glitches to a very high standard. Unfortunately, the spawning system needs alot of tweaking, and you may consider blocking off the area at the very top, it may only take 1 piece of scenery. The issues are relatively simple to fix, and i hope you take them into account and consider a v2.
Map Name: Shift Author: stouf761 Reviewed By: T3chnomonkey Enjoyment: 8/10 Load this map up on an unsuspecting group of friends and watch the fun begin! This map forces everyone to change the way they do everything, from throwing grenades to jumping, which makes for a fresh new feel. Playing rarely gets boring, and the multiple levels combine with the tilted floor makes figuring out the location of enemies on your radar are nearly impossible. However, the level shape is pretty basic, a rectangle with various nooks and crannies. Also, the BR and Rocket dominated in the weapons area, and the rocket's respawn time was set far too low, and the needler had almost no use at all. Balance: 8/10 The weapons, along with the geometry, made this map very balanced, although it was bit too easy to score beatdowns with a mauler by jumping down from above. As I said before , the rocket is too overpowered, but trying to get it leads you into a deathtrap-like tunnel that can result in instant death if your oppent knows what their doing. Durability: 6/10 Spawn points, as they often are, were a problem on this map. Spawning behind people was a problem, and often people were spawned in the middle of a fight. As we were reviewing, Matty spawned on top of me just as I spawned. As far as escaping the map, we were not able to escape, although you could walk along the side wall of the map, and gain a slight advantage. Aesthetics: 7/10 Although generally nice to look at, there were a few aesthetic flaws that marred gameplay. There are a few places on the map where you can look through and see the real foundry floor, and grenades can slip through as well. Another issue were the walls, in which one double box was facing a different direction then all the others. Some interlocking could have been neatened up as well. Originality: 10/10 Originality is obviously this map's key feature, and I've never seen anything like it before. The entire map is tilted on it's axis, and just that alone made the map worthwhile. There's not much more I can say about it, except that I wish all maps innovated like this one does. Overall score : 8/10 A fine idea, executed to near perfection. Well done. With some small tweaks, it could be even better, however. Replace and fix some of the weapons, and fix the spawn points, and this map will be amazing. Overall, a really great map.
Map Name: Triumph Author: haruki jitsunin Reviewed By: Vicious Vice This image has been resized. Click this bar to view the full image. The original image is sized 640x360 and weights 114KB. Enjoyment: 8/10 The map plays well. There are no obvious spawn problems and no one had a bad time. However our fighting was focused in the back area of the map and very little fighting was done elsewhere. Still the map was enjoyable and no one was able to camp out a certain area. There was also a lack of close-medium range weapons leading to people to use the same weapons and lack of variation. Balance: 8/10 Triumph's balance is its strong point the lower areas and the upper area are all connected through many different way. Whether it be a tele-porter, a gravity lift or the jumping ledge in the back a player will have no issues getting to where they are going. The main semi circle area however is very wide open and not many dared venture out of the safety of the back area. On another note the weapons run time maxmium were all very high but with the lack of many power weapon make this not too important. Durability: 3/10 Sadly I was forced to mark this map down heavily in this category. There are two easily escapably sections in the back room and a large number of holes in the semi circle area leading to many lost grenades. The escape points are easily fixed and wont interfere with the level design. Aesthetics: 7/10 The design of the level is well put together and the interlocking is very neat in some parts. The map is symmetrical but a section or two could be moved around slightly, but they don't interfere with the gameplay. The semi-circle area looks beautiful with the fence boxes and bridge trim making it the center piece. The fenced-in area where the overshield spawns also look nice and compliments the semi-circle. Originality: 6/10 The most unique part as I have stated is the semi-circle area. The back area shouldn't be overlooked as it is well thought out and the 3 rear levels all look clean. Nothing is too plain or overly complicated but the lack of something unique keeps it from reciveing a higher score. Overall score (Average of the above): 6/10 This map doesn't really deserve a 6 its more of a 7 but the durability was a big issue. The map is quite enjoyable and is perfect for small groups of people to have fun on. The shape of the map is straightforward and leads to many fast escapes and long distance fire fights even in the enclosed back area.
Map Name: Reprise Author:LXV Grizzly Reviewed By:Roche178 Enjoyment: 7/10 I found this map to be really quite fun the action never really stops there ended up being a constant power struggle between our two teams for the top floor.That said the top floor can be really overpowering and easily controllable which can end up being very annoying to the team below. Balance: 5/10 As I stated before the upper level of the map ended up being very easily controllable one team can just grab the Grav lift and camp up the top floor. There should be some more ways up maybe a stairs if possible. Also the top floor has lots more cover that the bottom floor. Durability: 7/10 There were only two small problems I saw with the durability of this map one is some spawn placements spawned me facing a wall which can be quite annoying. Also you can get stuck under the elevator it happened twice in our game it does not happen often but when it does you are forced to kill yourself. Aside from those minor problems the map held up quite well. Aesthetics: 9/10 The aesthetics in this map looked really nice due to your good use of interlocking but there was one thing I there is a wall in the hole that leads from the second to first floor that was used to fill a gap. Its a very minor thing that I barley noticed but it is enough to deduct a point. Originality: 8/10 I felt this map was original because of its use of an elevator to get from one floor to the next I rarely ever see this in maps especially a map that small map like this. Overall score : 7/10 I felt the map was really intense there is constantly a fight going on somewhere. I like how you put in an elevator it really makes your map stand out and you really put loads of effort into interlocking it. Although there are some areas of that map that I don't like such as the lack off cover on the lower level, The overpowering upper level and the spawns need work. Good job overall though I really enjoyed it.
Map Name:Strider Author:Reynbow Reviewed By:roche178 Enjoyment: 4/10 We first started it up with a game of CTF but when we started my team basically got the mauler and won the game in about 3 mins. This is very bad because as soon as one team grabs a Mauler they can dominate the map. We then went on to play a game of Slayer again the Mauler was overpowered and one team could just cam and they would be totally untouchable. Balance: 6/10 Again the Mauler totally destroyed the other team once you get it there are plenty of places to camp and wait for the unsuspecting enemy team. Durability: 5/10 The spawns were horribly broken I cant count the amount of times someone spawned behind me or if I am at the enemy base in CTF the enemy's spawn at our base. Also the Teleporters were very easily campable. Aesthetics: 7/10 I really liked your interlocking most of the walls looked really nice also most floors looked nice and yes I say most because there is one area that was really poorly built this area is the teleporter room the floors and the walls looked very sloppy. And the map seems very cluttered all the scenery just looks randomly placed. Originality: 7/10 I think the layout of this map is quite unique I have not really seen many maps of this fashion in the past. Overall score: 6/10 This map really felt incomplete to me I mean the spawns were broken weapon placement seemed fairly random to me also the map was very cluttered the scenery looked thrown about randomly. Although I like your interlocking. You have potential I just think you need to spend more time working on your maps and test them more good luck.
Map Name Lunar_Chronicle: Author: Mallet Reviewed By: Matty Enjoyment: 8/10 We played a few games of 2v2, 3v3 and 4v4. All of the games were very exciting, and it was full of un-ordinary moments, like getting a hammer kill while going up the mancannon lifts, and having a gun fight while falling off the map. The interesting geometry also kept us interested, while we umm'd and aaaah'd at the fine forgework at offer. The only downside we could find, was that eventually you could quite easily spawn camp. It appears you have placed team respawn areas, which become a minor problem with Team Slayer, because it doesnt allow the team to change bases, even though it would be very beneficial for them. This was only a minor flaw however, and was corrected after a few kills/deaths. Balance: 7/10 You displayed a very unusual, if not a little bland, arsenal of weapons. The spikers and plasma rifles contributed for some interesting close range gun fights, and the Gravity hammer and flame grenades allowed for some quite spectacular kills. My only concerns were that you placed a shotgun, gravity hammer, and Plasma pistol, aswell as the plasma rifle and spikers which are also quite close range weapons. There were no longer range weapons, except for 2 carbines, which tended to run out of ammo very fast. Finally, i think that the weapons are a little bit repetative and boring. After a few games, the weapons become very typical, and you can anticipate everything that will happen. I think a few more interesting weapons and equipment may have been added to spice up some of the gameplay. Durability: 6/10 A 6 may seem quite a low mark for such a high standard map, but the errors are quite major, even though they could be fixed very easily. Firstly, is the spawning issue i have already mentioned. With the map shape, the spawns are very predictable, allowing for alot of 'spawn trapping' and 'spawn camping' to take place, which is by no means fun for the other team. Secondly, we have found 2 ways out of the map, and this was done in the middle of a custom game, without my awareness. You can jump from the lift on the side that Blackout is on. You may land on the bridge, and jump to the larger building, or you can frag jump to just left of the mancannons, where the bubble shield spawns on the default Blackout. Both of these issues can be easily fixed, however. Aesthetics: 9/10 This has to be the smoothest, most sleak looking non-Foundry map i have ever seen. To me, creating something of this caliber seemed impossible, but you never cease to amaze. Every item is exact down to the millimetre. Your forging precision has really stepped up a notch since Empire. Also the lift mechanisms are flawless, and much better than any i have seen in all the previous maps. Its such a shame that having 'Smarties' coloured boxes means you have to add filters. I would love to see what this looks like in full colour. Originality: 8/10 Floating maps may have been done before, but never like this. You have created a giant fully interlocked platform that manages to drawf Blackout in the images. You have included some geometry shapes that i have never seen done before, and used the 'Door' scenery to create some very nice and very original pieces of cover. Overall score (Average of the above): 8/10 If the spawning and escaping issues were solved, then you would have a very strong 9/10. This map has been forged to the highest degree. Includes some of the most interesting shapes i have seen in a long time, and offers some very original, and very exciting gameplay. This is definately worth the HD space.
Map Name : Separation Author: Gopuri Reviewed By:IxGUNxSLINGERxI Enjoyment: 8/10 this map was a blast to play except for the occasional shotgun camping it was fun for all variants my favorite would have to be multi flag it brings back memory's of elongation CTF Balance: 9/10 balance was close to perfect on this map but there were things that that i saw that i really didn't like on of witch was how the shotgun spawned right next to the shield door that was not good for gameplay and another one of my other pet peeves was that the overshield seemed to be hiding away from us and was not noticed in till half way through the game Durability: 5/10 this map was very easy to get out of during or games matty and i could easily buddy jump, grenade jump, and brute shot jump out and get a tactile advantage over the other team but what you lacked in keeping people in you made up for in spawns they would always seem to spawn us at the right place in the right time when ever we died so that brought up your durability a lot Aesthetics: 5/10 this map was almost completely bare from any aesthetics except for a few thing that i found like the window panel room which was a little plain this map could really improve from some interlocking Originality: 9/10 [FONT=Arial,mon]your map seems to be the first map ever based around the back area of foundry and that is not a bad thing it is actually a very good thing using the back instead of the big open square [/FONT]so thats a plus for you Overall score (Average of the above): 7/10 This is a great map over all it would really like to see a v2 with interlocking and some things fixed that i talked about because i had a blast playing this and hope to see more from you soon ~GUN
Map Name Temple Nights Author: PegasiDelta Reviewed By: Th Assa1n Enjoyment: 7/10 Description This map went over my expectations in enjoyment. Great place to have small but fun objective games and Team Doubles. With the two bases and balanced weaponry, this map made a unique challenge for CTF. Balance: 8/10 Description Weapons were nicely balanced on both sides. No power weapons that I saw. The sniper was made a challenge in this close quarters map. Was really glad to see no rocket launchers. Durability: 7/10 Description The only possible way to break out of this map was to use the oracle. No grenade jumps/butterfly/ rocket launcher jump could penetrate this map. Aesthetics: 7/10 Description There was nothing wrong with the bases or waterfall. They were all nicely interlocked and placed symmetrically. Waterfall wasn’t the best one I have ever seen but it was still good Originality: 6/10 Description This map was another base and base map. Although very unique, the two bases with the Aztec/temple theme was not very original. Overall score (Average of the above): 7/10 Overall, this map was fun to play on. I liked how he perfected a close quarters objective maps. Everything looked and felt great so I could not see anywhere to improve on. Great job with this map PegasiDelta! I hope to see many more from you in the future
Map Name: Deviation Author: Iv0rY Snak3 Reviewed By: Orangeremi Enjoyment: 8/10 This is one of my favorite maps. Even though Exacted came first, I prefer this over it. Although it is newer. There is actually some gameplay difference from Exacted, which I love, and 1 Flag is just the best. And I really love how the flag isn't stolen until there is less then 30 seconds left, and it gets captured. For some reason, that was always the case. Balance: 9/10 There's almost always this to counter that, or that to counter this. But one thing that I did notice was that the Defenders spawn by two incendiary grenades, and the attackers don't have anything really to counter that. I did notice only one on the attackers side, and there might be a second, but I'm not sure. And the attackers have the regen and sniper, which seems like a ruthless combo, although the defenders can get to the sniper first. Also, there are some walls that don't spawn at start, which I don't know if it is purposeful or not, but it makes it possible for the attackers to control the three power weapons, when the defenders only have a chance at two. Durability: 10/10 I had found nothing in this map that was exploited at all. Nobody did this more than that, everything was perfectly even. One spot was no better than another. Aesthetics: 10/10 Oh My Fucking Gawd. Half the time I was playing this map I died because I was busy admiring anything I could see. Even a wall that wasn't even interlocked! The res of the map coaxed me into looking at it. One of the most beautiful maps I've seen in a while. Originality: 7/10 Only the second time it's been done, the first by Furious D, and as you said, it used his Exacted canvas, and has some of it's features. Besides those features you created yourself were completely original (Besides the tower.) Unfortunately, this is you lowest scoring point, only because it isn't all something new. Overall score (Average of the above): 9/10 Beautiful. I love it. Much similar gameplay to Exacted, but still different enough to be sort of unique.
Map Name: Distortion Author: Buddhacrane Reviewed By: Vicious Vice Enjoyment: 9/10 Running around and jumping has never felt so awkward and natural at the same time. This expertly crafted map throws you into the 5th dimension and doesn’t let you out. You will fight a person on the wall while you are on the floor… or is he on the floor and your on the wall… there is no right answer and it wont matter you will be too busy running up walls, throw grenades with ridiculous bounce patterns and the unusual jumps that will keep you guessing to where you will land. Balance: 8/10 Since this map is awkward in play the shotgun/mauler rules all. The only possible escapes from these weapons are precise escapes or the mighty brute shot to slay your opponent and propel you away at the same time. Some players spawned in a certain area more than others but that is because it is slightly more separate than others. Taking into consideration that this map is a unique angle this map is well balanced, a 3v3 may cause some problems but a 2on2 is perfect unless you get motion sickness. Durability: 9/10 There is no way to escape, no holes to lose grenades, there are no major choke points that a player can just control from and spawn camping is basically impossible. This map is a good example that a unique idea can also be well built and still look good. Aesthetics: 9/10 This map is stunning, each of the rooms are unique in their own way. The bridge walkway is probably the most unique feature. I cant even begin to explain the feeling you get from walking on the bridge. Are you going fall off? Are you on the wall? How are you even walking the same way? (doesn’t make sense? That’s the idea) Even the only flat room is unique because your really on the ceiling the mongoose, barrels and teleport on the roof.. I mean floor are such a great touch and are truly a site to behold. Originality: 9/10 Some people will compare this map to shift. To the untrained eye that is an understandable comparison. But this map is not shifted or tilted it is completely distorted. There is no up or down there is only the 5th dimension. Walls are sideways signs are upside down. Moongoose on ceilings. The wall is the floor the floor is the wall… MASSHYSTERIA!… IM GOING NUTS!!!(The 5th dimension plays your mind). Overall score (Average of the above): 9/10 What can I say about this map that I haven’t already mentioned. That it is one of the most unique maps made. That it fun. That it works for almost all gametypes. That the creator even uses the symmetry/asymmetric options for better gameplay in objective based games. Just download it now you will not be disappointed… a little motion sickness maybe but that never hurt anyone... to much. :: puke ::
Map Name :Reach 101 Author:Picceta Reviewed By:roche178 Enjoyment: 6/10 I thought this map was fun but it had some flaws that made it less not as enjoyable such as the spawns people started spawning right next to me which can get frustrating. Also the weapon placement was very random at one point it seemed like everyone had at least one power weapon. Balance: 7/10 Again as I have stated before you put too many power weapons on the map I also noticed there was very little cover to break the line of fire so I noticed I was getting spawned killed a lot by players who already had power weapons. Durability: 5/10 The spawns on this map really were broken I found myself either spawning next to another person or they spawned next to me. And you could get out of the map by simply grenade jumping of the Chopper. Aesthetics: 8/10 I think your map looked really nice I loved the pallet bridge that was a very cool little feature and the walkway made out of fence walls is very smooth a hard feat to accomplish. The interlocked floor and the scenery outside the walls also was easy on the eyes. Although there was one wall that was really slanted. Originality: 7/10 The most unique part of this map was the pallet bridge I have never really seen any Pallet bridges in maps now a days and I have to admit it is nice. And I like the water fall there are not many maps with water falls in them. Overall score (Average of the above): 6/10 I would say you really need to improve your spawns and your weapon layout as I feel these are the weakest parts of your maps. I loved the pallet bridge and the water fall was also very cool. I can see you put lots of effort into the map and I look forward to what you Forge in the future. __________________
Map Name: Thriller V3. Author: Dom Says Oi Reviewed By: L0N3 S0LD13R Enjoyment: 7/10 This map was not calling for it to be played again. But no one was calling it to end. In one slayer game, they came back, which was extremely fun. KoTH stayed in one room, so we were just running into one room, over and over. That was the reason this map did not score any higher. Balance: 6.5/10 Balance is one of the weaker points of the map. In theory, the grav lifts should provide a way to counter the plasma grenades, but it is rarely used. And when it is, it is a torrent of players, running into their doom. If you control the room, it is almost impossible to take it back. Durability: 6.5/10 There are no spawn areas for KoTH, the recommended gametype, maybe some others. So naturally it's random, and that dissuades spawn camping to some degree. But there is a small funnel, and 4 plasma grenades, to hold off two tunnels, and two grav lifts. The map is quite easy to escape, a partner bounce to freedom. A few players exploited this glitch during gameplay, detracting from the fun. Aesthetics: 8.5/10 The main room looks quite amazing. Everything is amazingly interlocked, and little platforms lead to the rocket launcher. But the side hallways look slightly not up to par, due to the rest looking so good. Foundry's floor killed the atmosphere while going into the main room. Originality: 7/10 This map is a mix of Epitaph and Isolation. So it is not terribly original, but it feels like it's own map in its right. The grav lifts are done originally, I haven't seen it before. But it's not a crazy new idea, but still cuts it. Overall score (Average of the above): 7.1/10 This map could be improved on in spawns and map flow. The map needs to draw people to the grav lifts. I also recommend adding a dumpster of something related to the little drop down, to make the center room more easily attacked. Increase spawn time on grenades to 20 on two first ones, and the second one in each couple should be 30-45 seconds. It looked good, was competitive, and overall passed.