The Review Hub Archive

Discussion in 'Halo and Forge Discussion' started by Matty, May 15, 2008.

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  1. Orangeremi

    Orangeremi Ancient
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    Map Name : Catalyst
    Author: LXV Grizzly
    Reviewed By: E93 (GT: Eduardo Dubs)

    Enjoyment: 8.5/10
    This map impressed me. It started a bit confusing, but it later developped to be fun. I personally dont like One Bomb games, but it was actually pretty fun for a while on this map. Team Slayer is also fun, regardless of the fact that spawn camping happens once in a game.

    Balance: 10/10
    The balance was very good. The better weapons were placed outside of the bomb base, and we could penetrate easily with the right weapons, almost as well as the other team could steal our weapons and use them against us. =]
    LXV Grizzly got it right with the equipment too. We had power drains outside, and they had bubble shield inside.

    Durability: 8/10
    Despite not being able to break this map, spawn camping can occur very often if the other team exploits it. The red team always spawns in the same area, never 10m away from each other, and the blue team always spawned in the same area too. More spawn areas and spawn points could fix this though.

    Aesthetics: 8.5/10
    On some maps, you can totally still see that it was once Foundry, but this one is completely different. You can tell how much work was done on it. And the new trend to designate bases (invisibility and overshields) made each base look really cool. The bridges over the map, and even the design of each base were really creative and good looking.

    Originality: 8.5/10
    ''Much like any other matchmaking map'', would fit, because well, it looked like its own map. Not a bit of Foundry i it. Goodbye square box!
    It had some good original creations in it, like the high ground on the red base, and that drop-in thing that was a quick way to get to the bomb area if needed.


    Overall score (Average of the above): 8.7/10
    Very enjoiable overall. The spawn placement needs fixing and some working on.
    I really enjoyed playing in this map.
    I actually feel that this map is better than some that are currently in the bungie favorites. You could definetely be in there, and top those maps.
    I'd recommend for people to play this map in One Bomb, even though I'm not much a fan of assault myself. Team Slayer also works.
     
  2. Orangeremi

    Orangeremi Ancient
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    Map Name: The Opera House
    Author: Duff Himself
    Reviewed By: HXC2stepAP
    Enjoyment 7/10
    This is a very fun map, and with it's support on multiple game types will be having you want to play again and again. There is a slight problem with Player spawns where you can spawn right next to an enemy, but in team based games that shouldn't be a problem.

    Balance 8/10

    Definitely a balanced map while playing multiple game types for the gameplay covers the entire field. The height of some areas are made up for by power weapons at strategic places throughout the play area to compensate for the lack of elevation. There is no area that is unnoticed in this map.

    Durability 5/10
    Not the most durable map, it cannot be escaped yet has many flaws in it's design. There are places you can get stuck, making it unable to escape from your tomb.

    Aesthetics 7/10

    Not the most beautiful map, but pretty none the less. The structure that stands out the most would have to be the stage structure made out of bridges. Interlocked perfectly this is really what gives this map it's name.

    Originality 9/10
    As for originality this map surpassed the standards, a lot of the structure in this map are rare if not non-existent.

    Overall Score 7/10
    An overall enjoyable map, works very well for competitive games. Only problems would be spawns and little niches that can cost you your life. While testing i really enjoyed playing this map.
     
  3. Orangeremi

    Orangeremi Ancient
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    Map Name : Ganghouse
    Author: Waylander
    Reviewed By: duff himself (GT: Duff Himself)

    Enjoyment: 6/10
    The map has a great story behind it and it did make me want to test it. The initial reaction was very cool. Both teams had a plan of attack and it seemed like it was going to be great. Then we noticed the patterns of the spawning. A fun map turned into a slaughter where you couldn't stay alive longer than 5 seconds. It kinda turned me off to the map right there.

    Balance: 2/10
    We played the "Hostage Rescue CTF" and the game couldn't be more unbalanced. The team coming to attack would constantly spawn inside the trucks and get picked off very fast. One player had over 45 kills alone! Also the flag could be returned while the team was inside the house. You could sit in a nice safe area on the second floor...and never be challenged. The defending team I understand should have a slight advantage but this seemed liked it wasn't even play tested.

    Durability: 4/10
    The concept of this map was simple but things were added to try and make it new and exciting. Various switches were added but they failed to work most of the time and even disappeared all together during certain rounds. The elevator trapped people and the trap doors on the second level killed people in the house several times.

    Once the elevator was sprung people saw no need to even go through the front door at all. There were little spots to jump up but they were barely used. People starting using the terrain to jump onto the side of the house. You can scale the entire house to reach the flag without ever going in. I'm not sure if that was intended or not but it really took away from the focus of the map... the house!

    Also one thing I really didn't like was the entire map was open. The back hallway was not closed off at all. I know its not needed but we joked that if you took the flag and hid it back there the game would be no fun! Its a little touch that needs addressing.

    Aesthetics: 5/10
    The swat trucks outside were very nice. I do like the fact that barrels were added under the box to look like more wheels. There were boxes merged into the floor which also was meant to give cover. The floors in the house for the most part looked decent. I also liked the doors that were teleports.

    Then there were things that really didn't look so good. The staircase up to the roof was awkward to get up at times. The roof was not level and the bumps were distracting. The 2 corner pieces of the house were nothing but great spots to spawn camp the incoming team. The house was cluttered on the first floor with all the boxes. The overall flow of the house needs improvement.

    Originality: 6/10
    The story and the layout of the thread was great. I liked the idea a lot of having a swat team outside with trucks (lights and all!). On the other hand the idea of just a big house is not really original and it just seemed like another version. There were switches like a gate and an elevator that have been done before also. It was a good idea that turned into a big box-like house with some cool trucks outside.

    Overall score (Average of the above): 4.6/10
    The map has potential. The story behind the map is great but the map just falls short of what it could be. The outside had a lot of great forging with merged boxes and swat trucks that looked very cool. The house had a nice walkway and a switch for a grand entrance. The start of the map is great but with play you see all of the flaws. With a little attention and some tweaks this map could be a lot of fun!

     
  4. Orangeremi

    Orangeremi Ancient
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    Map Name:Diameter
    Author: DRiSCOLL14
    Reviewed By: Vicious Vice

    [​IMG]

    Enjoyment: 9/10
    This capture the flag arena may look like the run of the mill map but that is quite incorrect. The simple design and ample cover make this a very face pace map with well balanced set of weapons and a unique look. The flag captures were tense and the defenses even better the map is definitely worth a try for any fan of CTF.


    Balance: 6/10
    Even though the weapons are well balanced this map lacks a good spawn area and is not perfectly symmetrical. The biggest issue we had with balance is that the geo-merged door on the red flag spawn blocks the left side and the right side you are able to walk through, while on the blue side you may walk on either side. Also the sniper spawn on each side allows you to spawn camp with great ease or you could just stand in the respawn area and camp there so that leaves a lot to balance. But if you are playing a casual game wit friends this shouldn’t be to much of an issue.


    Durability: 3/10
    Sadly, I was forced to deduct many points in the category. The spawn camping issues are one thing but the ease in which a player may leave the area of play is a big issue. You can get up on the perimeter of the map with an easy grenade jump or just jumping of a teammate. There are also a few holes for lost grenades that could be easily fixed. (mainly in red spawn)


    Aesthetics: 7/10
    The map itself looks very nice the walls and cover are all well interlocked and the fence wall between the two flag spawns looks good. I applaud the author for attempting to create arrows with teleporters but they looks kind of sloppy but points for attempting something few even try.


    Originality: 6/10
    Not many maps are perfectly circle like this map and the spawn areas are reminiscent of those from Terminal. The cover, pallets and open boxes all work very well for the map, but there is lack of anything new or eye catching other than the simple yet original design.


    Overall score (Average of the above): 6/10
    Overall this was a very enjoyable map and decently balanced so I can’t be mad at this map for the lack of roof which would fix the major issues of this map. I feel this map is good enough to deserve a version two and maybe some new ideas for unique cover.
     
  5. Orangeremi

    Orangeremi Ancient
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    Map: S7 Line
    Author: Bl00d F1R3
    Reviewed by: TexturedSun


    Enjoyment : 7/10
    I did actually quite enjoy this map. But i think that is because i like smaller, enclosed maps, suited for 1-4 players. I think there are a few issues which hamper the overall score, which i will go into detail with in the subsequent sections.

    Balance : 5/10
    Spawning in a map such as this is ALWAYS an issue. Being so small there are, inevitably, going to be times where you spawn near someone or close by to an enemy. Your spawn placement (looking in forge here) needs some improvement i feel. From my experience double-barelling every spawn point can lead to easy spawn killing and often-times, predictability. You could do with having more single spawns in cover, uch as in the two open boxes where the BRs spawn, maybe even some more cover specific to spawning (although that can tend to ruin the aesthetics ... its a fine balance, i know. I'd also like to mention your lack of spawn areas. I can't stress enough how instrumental they are in forming an effective spawn system. Even one neutral one, covering the entire area would be better than none. Your weapon choices were okay, but to be honest, nothing too exciting, still they did their job well enough. I question the inclusion of a Sniper Rifle though, as well as the Shotgun, maybe a Mauler would have been better suited. Also, when we played (and when i've just went back into forge there) the red side gets a Plasma Rifle, while the blue side doesn't.

    Durability : 8/10
    This is your highest scoring area, as you utilised the invisible barrier at the top really well. Its impossible to get out of this map (i'm pretty certain). Unfortunately the spawn system brings you down, as well as the ease of camping. You could simply get the Shotgun and hide up inside the angled open boxes next to its spawn and insta-kill anyone coming past.

    Aesthetics : 4/10
    I'm going to be very harsh here, so don't take it personally. I love the idea, but your execution was, to be brutally honest, sloppy. You could have spent a bit longer neatening everything up and this would truly be a 8 or 9, but the map is filled with sloppy interlocking and gaping holes in the walls. You added some nice touches behind the fence walls and under the 'track', but it doens't forgive the walls, crooked stairs and often bumpy floor. I know you have the skill to make these areas looks excellent, you've showed it in the main station section, but like i said, a little more time spent could have improved your score greatly.

    Originality : 7/10
    The 'ultra-neat' fully-enclosed 1-4 player map genre is getting a bit stale, but there are always the exceptions which prove that it can keep on giving. But your extension of the 'Pallet Parade' (no, this is not a comparison to Pallet Parade) style train track is one i can't remember seeing before, so you do well with that.


    Overall
    : 6/10
    You created a good concept, with decent execution, but you have let yourself down in some key areas which could have helped excel this map.
     
  6. Matty

    Matty Ancient
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    [​IMG]


    Map Name: Renegade
    Author: TDHarding (GT: Tom D Harding)
    Reviewed by: E93 (GT: Eduardo Dubs)

    Enjoyment: 7/10
    I think we all enjoyed playing this map. It was unique, small, but it did the job better than tons of other maps that are out there. It was really enjoiable for Crazy King. The only, non-fixable flaw, is that this map is pretty small. Matches bigger than 4v4 will be overpopulated, and your average life-time will be very short.

    Balance: 8/10
    Balance is pretty good, maybe for being more of an Objective map, that doesn't require bases. All the weapons are well layed out, and you won't find yourself complaining too much about weapon placement. The Rocket Launcher and the Sword are the only things you have to really worry about.

    Durability: 10/10
    This map includes Avalanche-ish looking Man-Cannons, they prevent you from escaping the map (although you can't even get that high), and they're great for aesthetics. Spawn-Camping does not happen here, no need to worry about that. There aren't even the weapons to properly spawn-camp. =]

    Aesthetics: 9/10
    When you first play this map, you will probably think it was inspired by Avalanche (despite the size) and the surrounding Man-Cannons. Even the crates look good here, and the Interlocking was perfect. There's no getting stuck somewhere, like in other poorly interlocked maps.

    Originality: 8.5/10
    The way it is all layed out, and all the bridges, and corridors, etc..., looke good and are original. TD took the time to think this over, and it worked. You will actually want to play King of the Hill after this map, because it just makes it look fun.


    Overall score (Average of the above): 8.5/10
    I enjoyed this map, in the most parts. Just don't bring too many people in your party to this game, or it will seize or, diminish its ''fun-ness''. Perfect for 3v3 parties, and it's also great for FFAs, like KotH, and Land Grab.
     
  7. Matty

    Matty Ancient
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    Name: Atrium
    Author: weremidget
    Reviewer: haruki jitsunin

    Enjoyment: 8/10 This level is really fun for slayer and king of the hill. It doesn't play well for the 2-point objective games. while playing capture the flag, I, personally, was able to capture three flags without getting killed once. However, team king(doubles) worked really well. I only wish you would have tailored the hill points to fit your map better. Meaning, the center hill could be widened tofill the whole center box area. There were many times in king of the hill that it became "ring around the rocket box." Just widening it to fill that platform would make it perform really well.

    Balance: 6/10 The rockets were well balanced, however, the maulers (there were two) had a 1.5 minute respawn with one extra clip each and a run time maximum of 7. This lead to a lot of maulers on the map. Had you, maybe removed the extra clip, or set a run time maximum of 2, or maybe changed the respawn time to 2 minutes, I think the mauler would have had much less importance. Another thing was the grenades. There are (according to you) 12 placed on the map, with two starting grenades given to each player (on standard gametypes). I think you could cut the placed grenades on the map in half only giving three of each because there was more grenade lobbing than COD4 on this map. However, the rockets were amazingly-well balanced to where they were a reward, but not so important. Again, the turrets were good, but not overly important, especially on such a small map. The snipers really shined in this level. They were important (which is surprising on such a small map) and it kept people going up to the snipe tower to see if it had respawned constantly, however, with the 2.5 minute respawn, most of the time it hadn't.

    Durability: 9/10 The only reason I docked a point here is because there were a few times that the spawns seemed iffy, enemies spawning close to eachother, etc, but I mean, you couldn't get out of the map. There weren't (obvious) repeating spawns or spawn patterns and nothing really seemed "broken" or "exploitable" about this map.

    Aesthetics: 7/10 It looked clean, walked smoothly and the bases looked cleanly forged, however, there aren't the "wow" forging aesthetics that forgehub looks for in maps. I mean, I'm not saying it looks bad, it just doesn't have a wow factor.

    Oiginality: 8/10 This is an area that combines both aesthetics and gameplay. If it were just originality in gameplay, I'd give it a 9/10, however, the originality in the aesthetic touches were, like I said in aesthetics lacking. It's an amazing map, it plays amazingly well for slayer and KOTH and I can't wait for a v2.


    Overall: 8/10

    A great enclosed map that does make you forget you're in foundry. It plays well, looks good, while there are a few weapon balancing issues that could be fixed and a little more attention to the hill points in KOTH would work wonders, it's a really good map.
     
  8. Matty

    Matty Ancient
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    The Review Hub

    Map Name: Elysium
    Author: thesilencebroken
    Reviewed By: Iv0rY Snak3

    Enjoyment: 8/10
    This map is great fun to play on with smaller parties, it allows for constant action, in a nice unique layout.
    it loses marks because you are constantly dying from grenades, there are a few too many, and almost everyone in my party had some kind of grenade as their tool of destruction. just remove a couple of unnecessary pairs, and it would greatly improve the gameplay.


    Balance: 8/10
    being a symmetrical map, you have to be pretty stupid to make it unbalanced. but the problem is the weapons you chose, well not so much weapons as equipment. The OS and camo spawns could have been switched around, because generally in gameplay, i found that a lot of grenades were ending up on the top floor, so an OS would be more suited up there, and there was little traffic on the bottom floor, so camo is quite helpful, allowing you to sneak up to the higher levels.


    Durability: 5/10
    the map is inescapable, which is always a plus, although spawning can be a problem. the starting spawns are horrible to be honest, both teams spawn facing each other on the middle level, extremely unprepared, and it never ends well. easy fix though, that would get you an extra mark or two. also, some spawns in 4v4 games can turn out quite bad, there was a point in a match where i was facing off on one guy, 1v1 style, then two of his buddies spawned behind him and i died, when originally i had the upper hand.
    i know the spawning will never be perfect because of the layout of the map, but they can be improved upon.


    Aesthetics: 9/10
    the map is beautifully interlocked, (except for one small unnoticeable section) not a bump anywhere, and everything is well lined up, i can tell you put a lot of effort into making it look beautiful. although there is something missing, there isn't anything that i will remember aesthetic wise from this map. but that's not a problem because the gameplay provides some hilarious accidents.


    Originality: 8/10
    the layout of the map is unique, and adds something to the gameplay, although there have been other maps in the same style as this, they have not achieved the same unique gameplay as elysium has.


    Overall score (Average of the above): 7.5/10
    I enjoyed mos of my games on elysium, except for the spawning problems, it was great fun. i would reccomend smaller games of 3v3 or 2v2 aas opposed to 4v4 because of the size of the map, and the spawning improves with the size of the party.
    overall, greatjob, just make some tweaks to your spawning system and it could be even better.
     
  9. Matty

    Matty Ancient
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    Map Name:overpass
    Author:The Dew Aka UR MAST3R
    Reviewed By:roche178

    Enjoyment: 8/10

    I must say I really enjoyed this map I the gameplay was really intense and the map layout is very functional. Although your spawns were a little bit off and also defending a flag in a game of 1 flag CTF was extremely difficult.

    Balance: 6/10
    Here is the main weakness of this map defending a flag is near impossible because of the way the spawning system is set up when one team goes to the enemy base to retrieve a flag the enemy start spawning in the defenders base they then grab the flag and capture it.

    Durability: 7/10
    Your map is pretty much not escapable although your spawning system was dysfunctional and caused problems in the gameplay of the map which made the game unfair for one side I recommend putting another spawn area further away from the base.

    Aesthetics: 8/10

    This map was really nice to look at your bridges are really smooth I saw no bumps at all and the area was not to cluttered. However there is one area behind the sniper tower that really looks sloppy and the area near the red door looks a bit messy too.

    Originality: 6/10
    As far as originality goes you did not include any new concepts or ideas but the map layout is fairly unique I don't see many maps with bridges playing a such big part of the gameplay.

    Overall score: 7/10
    The main problem I have with this map is the spawns as it throws off your balance and the fun but overall I had alot of fun with this map the bases are really well constructed it looks really nice and has very intense gameplay.
     
  10. Matty

    Matty Ancient
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    Map Name: Cubical
    Author: Gopuri
    Reviewed By: Zstrike13

    Enjoyment: 6/10
    I played two different games on the map with lots of different people. Most were very mixed about the map. We played his TS KoTH variant, which was quite original as a gametype. The objective to stay out of the bottom seemed easy, but became difficult when you aren't careful. Unfortunately, the breakability of the map and bad spawns brought it down.

    Balance: 8/10
    Gopuri did quite well here. No weapon completely overpowered the map, but the sniper was pretty advantaging to any one team. Overall not bad. The Splazer wasn't particularly used much however as the small arena-type map made it too time-consuming and almost definitely a death.

    Durability: 4/10
    Had to deduct a lot here. The ease in which we broke out of the map was unfortunate. Once on the third floor, a hop onto a wire spool was all it took to jump or nade jump out of the map. Also, the spawns were a problem here and there. There were definitely quite a few times I spawned in front of or behind an enemy, sometimes as he spawned too. This could be fixed with some spread out spawn placements.

    Aesthetics: 7/10
    Nothing too crazy in the map, but it overall looked nice, especially for a non-interlocking map. The center platform was nice, and the stairs around it made for a nice touch, but interlocking could have helped ease it out as bumps in the stairs and floor here interfered with gameplay. I found myself stuck on the stairs at one point as an enemy fired from behind.

    Originality: 9/10
    The gametype really helps raise the overall score here as the idea really kicks it up. The game is KoTH, but the objective is to stay out of the hill. Not done too much so good job there. However, the hill is essentially a death pit and the map is an arena, which are not very original, aiding to the loss of the point.


    Overall score (Average of the above): 6/10
    The map wasn't bad. I loved the idea, which really helped boost the score, but the durability crushed this map. It would be best to build higher and thus ruin all chance of escape, and spread out the spawns. That is my best advice. In the case of low budget, try the infinite budget glitch, though possibly too late, it will help your ability to fix this problem. The pit itself isn't bad, but I would possibly add some small sort of cover, just to help anyone who falls in. Nothing drastic, but some walls or something. Overall, the map probably could be much higher rated with some easy fixes. Don't fret over the durability though. Definitely try fixing it, but don't think you are the only one who has lost there. Anyway, pretty decent map. I'm sure you will get better as time goes on. :]
     
  11. Matty

    Matty Ancient
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    Map Name:Electron
    Author:Draw the Line
    Reviewed By:roche178

    Enjoyment: 7/10
    I had fun with this map but the gameplay of the map just seems kind of stale, the party and I came to this conclusion after playing a game of team slayer the action was just too far apart and did not feel right. Although there were some Fun moments in the game too.
    Balance: 10/10
    Honestly I found no problems in the balance of this map both teams always had a fair chance.

    (Needs more Cowbell.)

    Durability: 5/10
    This is your maps weakest point I found the spawns were a little messed up. you could easily escape the map by grenade jumping off of a deployable cover. Another problem I noticed in the game is you forgot to put the run time maximum down so at one point in the game there were two Gravity hammers in the match and it got kind of hectic.

    Aesthetics: 10/10

    What can I say this map looked really good. I loved the shield doors on the roof they were very well placed so well placed in fact I found myself gazing up at it in the middle of a match. Your walls were also very straight and neat.


    Originality: 8/10
    There were some very unique features of the such as the Shield door arrangement on the roof and the raised shield doors in the playing area. But the layout of the map felt like I had played on it before although its not that big of an issue.


    Overall score (Average of the above): 8/10
    This map is really well built it looks really good and is perfectly balanced the only thing that needs working out are some spawns and the maps durability.
     
  12. Matty

    Matty Ancient
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    The Review Hub

    Map Name: Project X
    Author: Tex & Shad0w Viper
    Reviewed By: Vicious Vice
    Other reviewers present: Roche178, HXC2stepAP

    [​IMG]This image has been resized. Click this bar to view the full image. The original image is sized 640x284 and weights 42KB.[​IMG]

    Enjoyment: 9/10
    The group consensus was obvious, this was very fun. Time flew by and when the game was over I was in shock we had barely talked about the map. We were all too busy having fun. We weren’t sure about the man-cannons but after a few uses the we realized how they dramatically change the gameplay and make it faster than the average map.


    Balance: 9/10
    The map is symmetrical the weapons are well spaced and none are too overpowering. Our only issue was that the spawn areas didn’t include the sniper tower. What this did was that when someone was in a sniper tower we would be constantly spawn camped. I only took 1 point away from this because it was literally the only thing wrong with balance.


    Durability: 9/10
    No way to escape. No holes to lose grenades. Nothing looks like it was put there just to fill a hole or anything. Very well built. –1 point for the minor spawn area problem.


    Aesthetics: 8/10
    Even though the map looks and plays well there were no moments when someone stopped to look at something. The map however is very clean and well built as I’ve mentioned. I give this an 8 because it just looks good better than an average 7 but nothing original to deserve a 9 or higher.


    Originality: 8/10
    This arena map has a feel very similar to the MLG map Onslaught, which in my book is a compliment. They layout also lacked some originality but hey you don’t fix something that ain’t broke. The man-cannons are the most original thing sending players high into the air across the field. Sniping those players have never been so fun.


    Overall score (Average of the above): 9/10
    This maps receives a 8.6 which rounded up is a 9. The group had a lot of fun and the X flag gametype fit the map very well. Overall I was advise anyone who enjoys a competitive map with a good selection of weapon to play this excellent map. I had so little to write for this review because so little was wrong with this map.
     
  13. Matty

    Matty Ancient
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    Map Name: Indiana Wine
    Author: Running Chron
    Reviewed By: Iv0rY Snak3

    Enjoyment: 8.5/10
    I have a great time every time i play this, the game is intense, fast paced, yet equal.
    there is just something about this map that is really fun, i'm not sure whether it's the multiple snipers or the constant close quarters chaos
    but it is always enjoyable.
    thge only problem is that after a while it gets quite repetitive, maybe add something that spawns a few minutes into the game
    to spice up gameplay?


    Balance: 10/10
    being a completely symmetrical map it is kinda hard to make unbalanced, but the weapon set up is also top notch, it always functions well
    i never would've thought that 3 snipers would work in such a small map, but they do with some great results.
    also, the layout of the conquest territories is very smart, because holding the second territory is quite hard if you are trying to get to
    the central territory because of the lines of sight.


    Durability: 9.5/10
    The map is completely inescapable because of the effort you put in to make it reach the elastic barrier, as well as all the
    aesthetic touches on all the other walls, like the a-signs and moveable scenery near the central territory.
    the spawns are perfect for a conquest map, although it can be annoying to be under fire the second you spawn, even the that is generally
    what the gametype is designed to do.


    Aesthetics: 9/10
    The map is beautifully interlocked, there is virtually no bumps anywhere, and you added the moveable scenery
    behind the central territory which was a nice touch. my only question is, a soccer ball? really? why?


    Originality: 7/10
    Being a conquest map, it definitely limits you from adding a lot of original features, although you did well
    whilst staying within the bounds of a conquest gametype. there was very little you could've done to improve this
    marke because of the constraints of conquest.


    Overall score: 8.8/10
    this is a great map, almost the perfect conquest map IMO, there were very few things you could've done to improve upon it
    and a v2 is definitely not necessary. one question, during one of my matches, the soccerball found it's way into the rest
    of the map, was this intended or did i glitch something?
    anyway, great map, keep it up!
     
  14. Matty

    Matty Ancient
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    The Review Hub

    Map Name: Battery
    Author: BLAZE814
    Reviewed By: Vicious Vice
    Other reviewers present: Roche178, HXCstepAP

    [​IMG]

    Enjoyment: 7/10
    Overall this map was fun to play and more importantly there were enough weapons to keep it from going stale. It had unique areas like the invisibility tunnel and a multitude of purposely-slanted objects. The fights ranged from long distance to close range and cover was always present. All in the entire group gave it a big thumbs up.


    Balance: 6/10
    Sadly I have to this category a below average rating. The reason because there are two bases that are very different in look but lack a balance in weapons. The more open/centered base holds a carbine, sniper rifle, plasma nade and bubble shield around the corner. The more closed off base against the wall only contains a battle rifle, needler and energy drainer making it the inferior spawn area. The games revolved mainly fighting over the sniper spawn.


    Durability: 7/10
    The map by itself is very well built there are no open holes to lose grenades. The spawns are well placed and while it is not escape proof it would be very hard to escape the area. However, there were a lot of bumps in between boxes. I usually don’t mind this bumps because they are just part of interlocking but there were some major “bumpage” in certain areas. The geomerging against the walls were wonderful.


    Aesthetics: 8/10
    Probably one of the best categories of this map. The author has taken the time of place objects outside of the map creating scenery outside the area of play. His unique pillars with shield walls and grav lifts are also unique and aesthetically pleasing. The slanted objects all look like they were purposefully placed there and add to the map. Overall the aesthetics although simple are a success.


    Originality: 7/10
    None of us felt the map did anything too original. The pillars were the most interesting but we have seen variations on that idea. I do award points to the author for coming up with a little soccer ball Easter egg which is cool but not original. They layout is original as in its not the basic square area with high ground on the sides. It has high areas in different parts of the map and low ground spread out throughout.


    Overall score (Average of the above): 7/10
    A success. I would only advise the author if he wanted to change would be weapon balancing and some re-interlocking. This map is definitely worth a try for anyone interested in a medium-sized map with a more than an average design. Also bonus points for those smart enough to figure how to get the soccer ball in the map.
     
  15. Matty

    Matty Ancient
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    The Review Hub

    Map Name:Compartment
    Author:Shock Theta
    Reviewed By:roche178

    Enjoyment: 9/10
    We played a game of FFA slayer and a game of team slayer and it was really fun, so fun in fact I would still be playing it if I did not have to write this review.The whole party said they had a blast and saw no major issues with the map.


    Balance: 10/10

    The weapon placement on this map was very well done neither team ever had too much of an advantage over their apposing team, and as a result added to the enjoyment factor.

    Durability: 10/10

    This map is impossible to escape from and I saw absolutely no problems with spawns, which is especially hard to do in such a close quarters map.

    Aesthetics: 7/10

    This map while very well interlocked although, there are a few bumps in the floor and there is nothing really too amazing about it like cool features that give the map character.

    Originality: 6/10
    While this map did not copy any features from other maps it did not have anything that made me or my fellow reviewers say "Wow I have never seen that before."

    Overall score: 8.2/10

    This is an excellent map very well balanced, the spawns were perfect (Very hard to achieve in such a small map) and it was completely unbreakable overall very well built.
     
  16. Matty

    Matty Ancient
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    [​IMG]
    Map Name: Confinement (Gametype used: Confinement - Infection)
    Author: Waylander
    Reviewed By: E93 (GT: Eduardo Dubs)

    Enjoyment: 4/10
    Very dissapointing map. This wasn't any fun to play in. You could never tell where the zombies were coming from, except that it was somewhere from above, it was hard to walk around in the maze, and I did not enjoy this too much. I'm sorry to say, that people (including me, to be honest) actually wanted the game to end in this map.

    Balance: 2/10
    When I asked people about this, there responses to it were pretty bad. The trip mines make it annoying, really annoying. The gametype that Waylander made for this didn't help much either. No matter what weapon you had, the sombies could always come from nowhere and kill you. And what's up with that armory? Seriously.

    Durability: 0/10
    Waylander, I seriously hope you didn't expect to get actual points in this criteria. Why, oh Why! would you put a teleporter that actually leads you out of the map area, and to an armory? Plus, if the humans wanted, they could just camp outside of the teleporter and murder every single zombie that came by. I'm not trying to be mean, but durability was horrible.

    Aesthetics: 6/10
    This may acutally save your map from complete and utter disaster. The aesthetics were good. I liked the halls and corridors and stuff. The zombie door looked pretty neat too. My only issue with this is that the walls were always too close together, it was hard to walk around and not get confused.

    Originality: 5/10
    You may have started this map before The Peasant Hut, but he beat you to it, so it doesn't get that much for originalty. The opening door thing was the only thing that caught people's attention. That was neat.

    Overall score (Average of the above): 3.4/10
    I don't like being or sounding mean, but this map just didn't do it for me Waylander. I feel that you could actually improve it by making the corridors and halls bigger, and hopefully if you delete that teleporter and armory, but the rest is kind of un-fixable.
    My tip:, come up with something good. I know it takes a while, but once you get a good, original idea, that may help you and your maps a lot.
     
  17. Matty

    Matty Ancient
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    The Review Hub

    Map Name:Attack The Fort
    Author:Shihuru
    Reviewed By:IxGUNxSLINGERxI

    Enjoyment: 5/10
    The map wasn't a really fun map to play but it really got my party
    going at the start but just went down hill from there.
    the only thing was that some of the not so great things about this map.
    they really turned it into a not so much fun game. (if you know what i mean)



    Balance: 2/10
    I really didn't think This map was to balanced.
    because it looked like to me that you put no thought into
    your weapon placement at all.
    and the whole game i couldn't find out how to get to the flag.



    Durability: 2/10
    [FONT=Arial,mon]This is where you really lost it i would sometimes
    spawn in the enemy base which is very
    very bad and the map was really
    easy to get out of a quick buddy jump
    or grenade jump would get you over the wall [/FONT]



    Aesthetics: 6/10
    This did do very well in the aesthetics though.
    i loved the gate and water fall the looked really nice
    but. i wish you would have interlocked more to make
    the map look a little better and neater.



    Originality: 4/10
    This map was not very original in its overall idea.
    but don't get me wrong. it had some nice innovative things in it .
    but the whole fort thing has been done way many times before.
    so you can imagine it gets kind of old after a while.



    Overall score (Average of the above): 3.8/10
    I would really have liked this map to have been better i just didn't have to many good things to say about this map =/
     
  18. Matty

    Matty Ancient
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    Map Name: Jedwali
    Author: Brute Captain and De5troy999
    Reviewed By:Matty

    Enjoyment: 9/10
    I have played many games, on many different gametypes and with a range of players. All of the games were very fun. The map played fair, but with some creative weapons there was definately that excitement factor in there too, which helped tremendously. There were some stages when it seemed like a characterless run-and-gun, but they dicipated quickly. Overall this is a very fun map to play, if anything, a little bit bland from the fairly simple geometry.

    Balance: 8/10
    As i said before, its pretty well balanced, which equals for some good fun. I thought that sometimes the spawn points were predictable, but i never tried to capitalise on the situation, because it would just kill then fun. I think that the Rocket Launcher isnt very necassary, i never really like that weapon in a map. I also think that the Ghost placement is almost a bit 'random'. I dont really know why its in this map, it doesnt really seem to fit in, but nevertheless its there and its ok. Also i think the Flamethrower could be moved to a lower area, it never even got used once, because nobody notices it.


    Durability: 9/10
    I couldnt get out of the map, everything was built up very high, which is a rare sight these days. As i said earlier, the spawns seemed predictable, if i wanted to i could have quite easily spawn camped and capped a few kills. I also think that the higher areas of the map seem almost inaccessable at times. I know you tried to make them hard to reach, but they are very hard to jump onto, and while your getting shot at, it may aswell be impossible. Im not just talking about the sniper tower, but also the other bridge catwalk with the mauler sat on it.

    Aesthetics: 8/10
    In my opinion here is where you let me down. As with most your maps, the interlocking is pretty much flawless. But what i don't get, is that you have a unique gift, an ability to create pretty much anything he wants in Forge. But yet this map is of very simple geometry. I look at it and see a few boxes interlocked in a way that i could have probably done in a very short space of time. I know thats pretty blunt, but its the truth, and im not putting you down, your a great forger. I just believe that this map doesnt live up to your standards. But as a generic map, its very nicely constructed, if not a little simple.

    Originality: 8/10
    I have never seen the roof piece you constructed before, its a pretty neat idea. Im a sucker for epic sized constructions that dwarf the player, and you built a pretty nice one there. The mancanon lift as equally nice of an idea as it was executed. Its great, my only flaw is that it laggs very bad, i wouldnt have allowed it into a map because it would comprimise gameplay. The hexagonal sniper tower is also very well executed, there seems to be a craze for mathmatical shapes lately.

    Overall score (Average of the above): 8.5/10
    Your probably looking at this and thinking 'I dont deserve this'. Well you are probably right. Truth is, anyone else in the team would have given you atleast a 9, but i see this a little different. Maybe they are right, maybe i am right. Maybe niether of us are. Fact is, i dont think this lives up to your image. Its just too simply constructed. I tried to be as 'brutal' as i could here. I have monitored your map, and everyone just seems to say 'awesome map' without actually giving you a bit of criticism to work from. I hope you appreciate my time with this. Good Job.
     
    #38 Matty, Jun 5, 2008
    Last edited: Jun 5, 2008
  19. Matty

    Matty Ancient
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    Project S
    Author: Tex and Shad0w Viper
    Reviewed by: The Yellow

    Enjoyment: 7/10

    I loved Project X. I liked Project U for what it offered. But, Project S seemed different. It is enjoyable for sure. Much better than most maps. But it just wasn't as exciting or epic as the name it is supposed to live up to. For the most part the action kept up and was interesting. There were some epic self sticks due to shield doors and bizzare Mauler suprises. Other than that it could get a little repetitive. Maybe it is because of the size. Just moving about a fairly small space using the same routes and methods.

    Balance: 6/10

    This is where the map suddenly kinda stooped. Matty, Bl00D and Roche and I all started ABC Flag. At first it was alright.Then, one hit kills with the Flag became an increasing problem. It just didn't work. When both teams got the Flags one person would continually try to return their's but get killed by the Flag carrier. Then, coupled with the Mauler, camping increased. You easily can sit behind a shield door and camp. So that is what happened.

    Durability: 10/10

    If you can get out or escape this map, I will give you my head on a plate. Nuff said.

    Aesthetics: 8.5/10

    This is where this map shines. Wow. Everything looks awesome. The central bridge collumns are excellent. Merging the silver portion into the ground was a great idea. And the snaking curve of the ceiling, it looks fabulous, not to mention a pain to make. The little niches and nooks are all clean cut and well made. The curve of the lift with the walls looks good as well. And of course, the outside scenery is an added bonus. Everything looks well forged and clean cut, but it just doesn't quite reach that "O....M....G" that certain maps like Reflex have attained.

    Originality: 8

    I'd have to say that basing maps off of letters is not only practical for good layouts but also quite original. This map mostly seemed unique. I hadn't really seen any use of bridges quite like it. And the ceiling looked new also. The map feels like something other than Foundry, but to me not quite as original as some other maps. It has a good original layout for gameplay, but doesn't have a particular flare like a train or anything.

    Overall Rating: 7.5/10 This map has some great aspects and ideas incorporated. But the main thing that my fellow reviewers and I agreed on was that, the gametype specified for Flag and Bomb, didn't work. It was meant for larger maps like Project X, not for smaller maps. Having one hit Flag kills just destroyed the fun for us. And maybe the Mauler shouldn't be in Flag. We agree that our conclusion is that Tex and Shad0w Viper should re-vamp their gametype for Project S and then it should be fine. But for now, it just seems off balance.
     
  20. Matty

    Matty Ancient
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    Map Name: Project Z
    Author(s): Tex & Shad0w Viper
    Reviewed by: The Yellow

    Enjoyment: 9/10

    Ok, I'm sure by now everyone who is reading this is familiar with the ABC crew, if not, well then shoot yourself in the foot. Project Z, the map this review is about, maybe the best Project release yet. For the first time ever, Tex and Shad0w Viper have created an asymetric map. Frankly with how it turned out, I'd like them to continue doing so. It was so fun. Last night E93, Pegasi, Gunslinger and a few others, and myself, played Project Z. We played a few games of Slayer and ABC Flag, (Bomb didn't work, but as Tex said, it's k). We all enjoyed this. There was always something happening. It was a great assortment of blasting, hopping, doging and ducking. Just overall fun. The geometry made things seem different, not just plain old Foundry.

    Balance: 9.5/10

    Balance is a thing many map creators fail to think about when constructing their maps. Often times one area becomes a mosh pit and one player can easily control the map. But with Project Z, dun wry guys, it goin b k. I don't know how they did it, but this map, wow, almost perfectly balanced. Maybe it is the great layout of weapons, each has it advatnages and disadvantages all over the map, keeping things go'in and flow'in. Maybe it is the perfect combination of cover and jumps. All these factors were obviously painstakingly thought out, tested, and re-tested. My only complaint abou balance was that at times players on top of the center wall seemed a bit too powerful, with rockets they could rain down hell. But only for a short time before Tex is like "bish get down here". But all in all, terrifiengly well balanced map.

    Durability: 9.5/10

    Now, I know what most of you are thinking. 9.5/10??? Well, I actually managed to find a way out of this map. I saved the video as well if proof is later needed. Now, I'd say that for most people you wouldn't be able to get out. I know though that if someone figured out how to it's likely it could be done in game, but really, it serves practically no purpose. That is the only reason this didn't score a perfect 10, but overall, this map was blocked off well and the blocking looks good too.

    Aesthetics: 9/10

    This map looks so clean, so well merged, and I didn't see any of that annoying little "flicker" from interlocking. The entire map looked as one, all the structures looked liked they belonged and were all part of a whole. I was also in love with that double box merged way at the back near the covered doors, great job on that. Probably the only thing about it is that there isn't anything so radically different that you stop in game and ponder and drool over it. There just didn't seem to be anything like a signature piece such as the octagonal hall in Reflex that everyone all knows. But when it comes down to it, when a map plays this well, it doesn't really matter that much about aesthetics.

    Originality: 8.5/10

    Yes yes, making maps fashioned after letters in te English alphabet is a rather clever idea. The map did indeed have some use of geometry I have never seen before. Especially the nice use of Foundry's back area. The map did have those little "star" boxes such as in Kentucky Tango. They did look good, but weren't completely original, even though a new touch with bridges was added. And building a map centered around a form of a dividing wall, well, it's been a good number of times. But hey, I mean come on, it is still a big Z so there's not much more someone can want.

    Overall: 9.5/10

    All in all this is a map that I'm certain no sane person would want to miss out on. Excellent gameplay... A weapons layout that is perfectly balanced and fun to utilize. Numerous jumps that can provide some amazing kills or saves. The spawns were as close to great as one can achieve with a map on Foundry. And the fun that one will have while playing on this magnificent playground of destruction... well... you'll just have to find out for yourself. I can't really put it all in words.
     
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