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Faith - by DarkRoyalPrince
Author's Description - A small asymmetric map made by DarkRoyalPrince. Supports all variants. 6-14 players.
Pros
- Working doors!!!
- Neat Pristine Forging
- Balanced Weapons
- Original Design
- Versatile gameplay
Cons
- Victor holds the highground
- Mild unbalanced placement of spawn points
- Turret/Sniper lockdown
My Opinion - This is an interesting map I came across. It is a small contained Foundry variant. It has two fortified enemy positions facing one another. One on the High ground, one on the low ground. But, before I get into the details of the gameplay let me just tell you about what it was that caught my eye to this map in the first place. In the "block fort" there are two placed door pieces. When you walk up to the door you will walk through it. It is actually functioning door. Underneath the door is a teleport piece cleverly hidden by the floor piece. You teleport right though the door to a room on the other side. The rest of the map is also very artistically done. It looks clean and it original.
The downside, The team that spawns on the highground will literally mop the floor with the people who start on the bottom. There is a heavy machine gun turret placed high above and parallel to that is a snipers vantage point. Between the heavy rate of fire from the turret and the pin point accuracy of the sniper it's troubled times for the ground team who are given only one sniper rifle to defend themselves with. There is some cover to the bottom floor and you can survive their, but don't pop your head out. Also, because the bottom team is under lockdown the enemies who are not sniping or on the turret can and will come down as an acting death squad doing a quick and easy mop up against the opposition.
In retrospect, I like this map. I like how it looks and I even sort of like how it plays and I especially love the working doors. It's maps like these that you can learn a lot about not only forging but also a little bit about tactics and vantage points. I would suggest to add a minor change to the level. Since there is no opposition to the turret on the bottom, consider adding a laser or a rocket to counter it. A rocket may make it too easy to take out though. The laser would be ideal because of it's charge up time. A laser combined with the sniper on rifle on the bottom would counter the odds and balance it out.
Download this map, it is quite impressive.
Gameplay - 7.5
Balancing - 6.5
Originality - 10
Neatness - 10
Overall - 8.5
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Monday, September 29, 2008
Lost Echo
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Lost Echoes - by Fleabus 7
Author's Description - The last thing you will hear is your own scream being repeated over and over again.
Game Variants - Slayer, Team Slayer, CTF*, Assault*, Land Grab*, and Team King*
( * = Preferred game variant)
Pros
- Beautifully designed
- Amazing use of geo-merging and interlocking
- Symmetrical gameplay
- Balanced weapons
- Fluid team movement and tactical dynamics
- "The Thinking Hog"
Cons
- Where are the grenades?
- Enemy spawn points are very close to one another in some areas
- Hammer whoring
My Opinion - Where to begin...This map is a work of art. Plain and simple. There are virtually no visual flaws or inconsistencies in the design of this map and quite frankly the gameplay is damn right flawless as well. For one thing, the major attraction of this the finely constructed roof of the map. It is a perfect dome constructed out of interlocked walls and bridge pieces. It is pristine, it is innovative, it is beautiful. The double box walls are even flipped on to their sides to actually give it a stone wall look. This map resembles a 16th century cathedral, it is that good. Both spawn points are perfectly symmetrical for perfectly balanced gameplay. I am a big fan of symmetry in maps, it is essential for team variants to be enjoyable.
There is a fair selection of weapons on the map that are evenly spread out on both sides. Nothing flashy, but every weapon is only as deadly as its wielder. I have also had the priviledge to play this map a few times with the Author who informed me of the most curious and interesting thing. This map actually has its own easter egg...I won't tell you what it is, you'll just have to find it. However, I will tell you this. Fleabus is the man.
The downside, There is no real downside to this map. There aren't that many grenades, but that is not necessarily a bad thing as the level is a bit confined. Also, the spawn points out by the center of the map are to close to the action. They are also too close to the enemy spawn points on the opposite sides. I will say you won't spawn there often though as there are a fair amount of spawn points placed on the map.
In retrospect, I once rated one of Fleabus' maps a perfect 10, and that map was deserving. This map, makes that map seem almost...unworthy. However, System 7 was in perfect balance in all areas of looks and gameplay. Lost Echoes looks incredible and the gameplay is exciting, but on a few occasions you will spawn in the wrong place at the wrong time.
Download this map, and give this man a round of applause. Well done.
Gameplay - 10
Balancing - 9.5
Originality - 10
Neatness - 10
Overall - 9.8
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Lost Echoes - by Fleabus 7
Author's Description - The last thing you will hear is your own scream being repeated over and over again.
Game Variants - Slayer, Team Slayer, CTF*, Assault*, Land Grab*, and Team King*
( * = Preferred game variant)
Pros
- Beautifully designed
- Amazing use of geo-merging and interlocking
- Symmetrical gameplay
- Balanced weapons
- Fluid team movement and tactical dynamics
- "The Thinking Hog"
Cons
- Where are the grenades?
- Enemy spawn points are very close to one another in some areas
- Hammer whoring
My Opinion - Where to begin...This map is a work of art. Plain and simple. There are virtually no visual flaws or inconsistencies in the design of this map and quite frankly the gameplay is damn right flawless as well. For one thing, the major attraction of this the finely constructed roof of the map. It is a perfect dome constructed out of interlocked walls and bridge pieces. It is pristine, it is innovative, it is beautiful. The double box walls are even flipped on to their sides to actually give it a stone wall look. This map resembles a 16th century cathedral, it is that good. Both spawn points are perfectly symmetrical for perfectly balanced gameplay. I am a big fan of symmetry in maps, it is essential for team variants to be enjoyable.
There is a fair selection of weapons on the map that are evenly spread out on both sides. Nothing flashy, but every weapon is only as deadly as its wielder. I have also had the priviledge to play this map a few times with the Author who informed me of the most curious and interesting thing. This map actually has its own easter egg...I won't tell you what it is, you'll just have to find it. However, I will tell you this. Fleabus is the man.
The downside, There is no real downside to this map. There aren't that many grenades, but that is not necessarily a bad thing as the level is a bit confined. Also, the spawn points out by the center of the map are to close to the action. They are also too close to the enemy spawn points on the opposite sides. I will say you won't spawn there often though as there are a fair amount of spawn points placed on the map.
In retrospect, I once rated one of Fleabus' maps a perfect 10, and that map was deserving. This map, makes that map seem almost...unworthy. However, System 7 was in perfect balance in all areas of looks and gameplay. Lost Echoes looks incredible and the gameplay is exciting, but on a few occasions you will spawn in the wrong place at the wrong time.
Download this map, and give this man a round of applause. Well done.
Gameplay - 10
Balancing - 9.5
Originality - 10
Neatness - 10
Overall - 9.8
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Construction v2
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Construction v2 - by lil kyle 15 from Mongoose Tracks
Author's Description - This map has a bunch of different things, it has banked turns, shield door elevators, and shielded door bounces. The finish line can be cheatable but by the time you get your point you get killed by going through the teleporter you could have 2 laps in.
Game variant: RACETRACKS, Mongoose Tracks, Halo500 (1-7 Racers)
Pros
- Wide track
- Wide banking corners
- Interesting use of Shield Door
- Good Gameplay
- An active starting gun
Cons
- Possibly Cheatable
- No sloped banks
My Opinion - This is a foundry race track and while it is no saturn, it is playable in it's own right. It is a very wide track for big races and it has wide banking corners for drifting. It also has an interesting shield door elevator. That is not a new technique but, I like it regardless. Another thing I like that I haven't seen was a make shift starting gun system by using a bridge piece that appears after the first ten seconds of the race.
The downside, It is a flat track without sloped banks. There is also the possibility of cheating but it is counteracted with a death penalty that balances it out.
Although the track is a bit plain, it has a fluid setup and solid gameplay. Try this track.
Length of Track - 9
Width of Track - 10
Corners - 7.5
Checkpoints - 7
Ride - 8
Neatness - 8.5
Originality - 7.5
Overall - 8.2
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Construction v2 - by lil kyle 15 from Mongoose Tracks
Author's Description - This map has a bunch of different things, it has banked turns, shield door elevators, and shielded door bounces. The finish line can be cheatable but by the time you get your point you get killed by going through the teleporter you could have 2 laps in.
Game variant: RACETRACKS, Mongoose Tracks, Halo500 (1-7 Racers)
Pros
- Wide track
- Wide banking corners
- Interesting use of Shield Door
- Good Gameplay
- An active starting gun
Cons
- Possibly Cheatable
- No sloped banks
My Opinion - This is a foundry race track and while it is no saturn, it is playable in it's own right. It is a very wide track for big races and it has wide banking corners for drifting. It also has an interesting shield door elevator. That is not a new technique but, I like it regardless. Another thing I like that I haven't seen was a make shift starting gun system by using a bridge piece that appears after the first ten seconds of the race.
The downside, It is a flat track without sloped banks. There is also the possibility of cheating but it is counteracted with a death penalty that balances it out.
Although the track is a bit plain, it has a fluid setup and solid gameplay. Try this track.
Length of Track - 9
Width of Track - 10
Corners - 7.5
Checkpoints - 7
Ride - 8
Neatness - 8.5
Originality - 7.5
Overall - 8.2
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Eruption
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Eruption - by Gungywamp Hero
Author's Description - To this day, no one can explain this bizarre structure...6-16 Players
Pros
- Unique and original theme
- Plenty of elbow room
Cons
- No tangeable gameplay
- No spawn points
- Where are the weapons?
- It's a mess.
My Opinion - This is a Foundry map variant. This is a unique level that shows not only a quality design idea but also adds an innovative theme I have yet to see done before. The perimeter of the level are well thought bending and arching hallways with a circular catwalk around the center. In the center is the maps key feature...the volcano. Although not very well constructed it's not the looks that are appealing but what the volcano actually does. Every ten seconds or so a weapon, grenade, or piece of equipment pops out of the mouth volcano.
Now for the bad part, Although the level design is well thought up, it is ugly, and it holds no tangeable gameplay. All the pieces have been placed rather lazily and it's a bit messy, which is a shame because this map has a lot of potential. Also, where are the spawn points? You can't balance a match if there are no or too few spawn points and the same thing goes with weapons. There are no weapons placed on the map and even though I liked the idea of weapons shooting out of the volcano, there are still too few weapons to upkeep on your ammunition.
Consider this, I believe you should update this map, fix your messy pieces with interlocking, especially on the volcano, add more a lot more spawn points. Also,instead of having all of your weapons pop out of the volcano, place basic weapons on the map and have the heavy weapons pop out of the volcano. I also think you should add lots of fusion coils to pop out of the volcano to add onto the effect.
If you need help with this, ask one of our Forge helpers, like DarkRoyalPrince, he is very efficient on the cleanup jobs.
Gameplay - 2
Balancing - 2
Originality - 10
Neatness - 6.5
Overall - 5.1
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Eruption - by Gungywamp Hero
Author's Description - To this day, no one can explain this bizarre structure...6-16 Players
Pros
- Unique and original theme
- Plenty of elbow room
Cons
- No tangeable gameplay
- No spawn points
- Where are the weapons?
- It's a mess.
My Opinion - This is a Foundry map variant. This is a unique level that shows not only a quality design idea but also adds an innovative theme I have yet to see done before. The perimeter of the level are well thought bending and arching hallways with a circular catwalk around the center. In the center is the maps key feature...the volcano. Although not very well constructed it's not the looks that are appealing but what the volcano actually does. Every ten seconds or so a weapon, grenade, or piece of equipment pops out of the mouth volcano.
Now for the bad part, Although the level design is well thought up, it is ugly, and it holds no tangeable gameplay. All the pieces have been placed rather lazily and it's a bit messy, which is a shame because this map has a lot of potential. Also, where are the spawn points? You can't balance a match if there are no or too few spawn points and the same thing goes with weapons. There are no weapons placed on the map and even though I liked the idea of weapons shooting out of the volcano, there are still too few weapons to upkeep on your ammunition.
Consider this, I believe you should update this map, fix your messy pieces with interlocking, especially on the volcano, add more a lot more spawn points. Also,instead of having all of your weapons pop out of the volcano, place basic weapons on the map and have the heavy weapons pop out of the volcano. I also think you should add lots of fusion coils to pop out of the volcano to add onto the effect.
If you need help with this, ask one of our Forge helpers, like DarkRoyalPrince, he is very efficient on the cleanup jobs.
Gameplay - 2
Balancing - 2
Originality - 10
Neatness - 6.5
Overall - 5.1
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The Rock Review
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The Rock - Lethal Intent
Author's Description - Defend "The Rock" one of the most heavily defended fortresses on the year 2121
Pros
- Awesome fort theme
- Original Design
- Semi-Balanced teams, (there are a few minor quirks)
- Beautifully constructed
- It is versatile, it plays on most game variants
- Innovative use of pieces by means of interlocking
Cons
- Some game variants are less balanced than others
- Entry to fortress can be a pain in the @$$, but not impossible
- There may be way too many custom power-ups, depending upon how the party leaders options are set.
My Opinion - Lethal Intent invited me to play this map in a custom match. We played a few diverse team variants like, Team Slayer, infection, and I believe CTF. They all played very well and with it's beautifully constructed design that gives it a unique appearance of Civil War fort, it plays with a similar feel.
It is a foundry variant, there are two pretty balanced sides to this map.
-The first is the fort, It is completely enclosed and takes the perimeter shape of a pentagon. The inside has a courtyard with three barrack like spawn points. On the second floor of the structure is a heavily fortified wall equipped with barriers strategically placed for cover, two protected turrets, and an oddly placed flamethrower that you would have to have a death wish to grab. On the third floor are two roofed towers that give it's Alamo style look. There are also sniper rifles and plenty of other diverse weapons to hold the fort with.
-The second is the invading enemy encampment, The spawn points are strategically placed in Foundry's "backrooms" equipped with a balanced arsenal for long to medium range combat. Outside the enemy encampment are four make shift cannon batteries constructed out of two wraiths and two gauss warthogs strategically locked into position. These also provide adequate cover from enemy snipers in the forts two towers. These cannon batteries are perfect for suppressing fire to all conflict on the wall, if you are quick enough not to be gunned down by an enemy sniper, which is what makes the two bases so balanced.
The downside, the only real problem I had with it was combat in non infection type games. I like the way you constructed the front doors to the fort, (which I would be delighted if you would explain how you did that.) However, the pallets respawn so quickly it is close to impossible to breach those doors.
I really like this style of map a lot, it is detailed and it is innovative. I also think you should consider creating a new assault variant and call it something like Alamo, Saratoga, Waterloo, etc. to go with the theme.
Gameplay - 8.5
Balancing - 8
Originality - 10
Neatness - 10
Overall - 9.1
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The Rock - Lethal Intent
Author's Description - Defend "The Rock" one of the most heavily defended fortresses on the year 2121
Pros
- Awesome fort theme
- Original Design
- Semi-Balanced teams, (there are a few minor quirks)
- Beautifully constructed
- It is versatile, it plays on most game variants
- Innovative use of pieces by means of interlocking
Cons
- Some game variants are less balanced than others
- Entry to fortress can be a pain in the @$$, but not impossible
- There may be way too many custom power-ups, depending upon how the party leaders options are set.
My Opinion - Lethal Intent invited me to play this map in a custom match. We played a few diverse team variants like, Team Slayer, infection, and I believe CTF. They all played very well and with it's beautifully constructed design that gives it a unique appearance of Civil War fort, it plays with a similar feel.
It is a foundry variant, there are two pretty balanced sides to this map.
-The first is the fort, It is completely enclosed and takes the perimeter shape of a pentagon. The inside has a courtyard with three barrack like spawn points. On the second floor of the structure is a heavily fortified wall equipped with barriers strategically placed for cover, two protected turrets, and an oddly placed flamethrower that you would have to have a death wish to grab. On the third floor are two roofed towers that give it's Alamo style look. There are also sniper rifles and plenty of other diverse weapons to hold the fort with.
-The second is the invading enemy encampment, The spawn points are strategically placed in Foundry's "backrooms" equipped with a balanced arsenal for long to medium range combat. Outside the enemy encampment are four make shift cannon batteries constructed out of two wraiths and two gauss warthogs strategically locked into position. These also provide adequate cover from enemy snipers in the forts two towers. These cannon batteries are perfect for suppressing fire to all conflict on the wall, if you are quick enough not to be gunned down by an enemy sniper, which is what makes the two bases so balanced.
The downside, the only real problem I had with it was combat in non infection type games. I like the way you constructed the front doors to the fort, (which I would be delighted if you would explain how you did that.) However, the pallets respawn so quickly it is close to impossible to breach those doors.
I really like this style of map a lot, it is detailed and it is innovative. I also think you should consider creating a new assault variant and call it something like Alamo, Saratoga, Waterloo, etc. to go with the theme.
Gameplay - 8.5
Balancing - 8
Originality - 10
Neatness - 10
Overall - 9.1
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4516 Palace v2 Review
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4516 Palace v2 - by Ryan4516
Author's Description - SLAYER [ Made by ] Ryan4516 ] Corpses lay scattered among battle hardened warriors, join the fight
Pros
- Original design
- Very well constructed considering interlocking wasn't used.
- Looks good
- Pitch a tent if you like camping
- Lots of Grenades
Cons
- Lots of Grenades, lol
- Lacks balanced gameplay
- Lacks Versatility
- Only one way into enemy base
- Constant spawn camping
- Victor holds the high-ground
- No interlocking, (although the map is neatly organized regardless)
- Constant camping
- Whoring hammers
- Whoring maulers
- Whoring swords
- Too many overshields
- Overshields respawn too often
My Opinion - I was checking out some of the new material and came across this map. It is a Foundry map built solely for Slayer battles. I immediately noticed that interlocking wasn't used, but I was impressed to see that everything was neatly aligned and in perfect order. The concept is right and the author is creative with his use of pieces. The rooms and hallways looked nice and even the three floor central room were imaginative. I was impressed with your forging ability.
The downside...uh, where to begin...I can simply sum this map up in in two words, it is a campground and it is a whorehouse. While this map looks good and it's design is creative, it lacks every aspect that is necessary for even the most mediocre gameplay. It is a small map with tight corners, around every corner is camping tool like the hammer, the sword, and there are even two maulers. To make matters worse their is no concept of diverse combat, there is only one entry point into the enemy spawn points and whoever holds the high-ground will be unstoppable. Not even the overly excessive two over-shields that spawn every two minutes can smoke those campers out. This map needs at least two different access points between floors, otherwise you have created a horrible campfest. Flanking is essential to thwarting campers.
I tested this map with a panel of people I pulled in from a big team battle, there were 6 of us including myself, I set the match for five minutes...everyone was gone in less than three. It lacks tangeable gameplay. I do like your design concept and I think you'd make a good forger. You should look through a lot of these maps and I think you'll learn a lot and may even pick up some fresh ideas along the way. Also, don't be afraid to post any forging questions in the Forge help thread, these guys really know their stuff. Trust me, until recently I hadn't been aware of techniques like interlocking but, I've come to find that its quite useful and actually makes it a lot easier.
Gameplay - 2.5
Balancing - 3
Originality - 7
Neatness - 6.5
Overall - 4.7
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4516 Palace v2 - by Ryan4516
Author's Description - SLAYER [ Made by ] Ryan4516 ] Corpses lay scattered among battle hardened warriors, join the fight
Pros
- Original design
- Very well constructed considering interlocking wasn't used.
- Looks good
- Pitch a tent if you like camping
- Lots of Grenades
Cons
- Lots of Grenades, lol
- Lacks balanced gameplay
- Lacks Versatility
- Only one way into enemy base
- Constant spawn camping
- Victor holds the high-ground
- No interlocking, (although the map is neatly organized regardless)
- Constant camping
- Whoring hammers
- Whoring maulers
- Whoring swords
- Too many overshields
- Overshields respawn too often
My Opinion - I was checking out some of the new material and came across this map. It is a Foundry map built solely for Slayer battles. I immediately noticed that interlocking wasn't used, but I was impressed to see that everything was neatly aligned and in perfect order. The concept is right and the author is creative with his use of pieces. The rooms and hallways looked nice and even the three floor central room were imaginative. I was impressed with your forging ability.
The downside...uh, where to begin...I can simply sum this map up in in two words, it is a campground and it is a whorehouse. While this map looks good and it's design is creative, it lacks every aspect that is necessary for even the most mediocre gameplay. It is a small map with tight corners, around every corner is camping tool like the hammer, the sword, and there are even two maulers. To make matters worse their is no concept of diverse combat, there is only one entry point into the enemy spawn points and whoever holds the high-ground will be unstoppable. Not even the overly excessive two over-shields that spawn every two minutes can smoke those campers out. This map needs at least two different access points between floors, otherwise you have created a horrible campfest. Flanking is essential to thwarting campers.
I tested this map with a panel of people I pulled in from a big team battle, there were 6 of us including myself, I set the match for five minutes...everyone was gone in less than three. It lacks tangeable gameplay. I do like your design concept and I think you'd make a good forger. You should look through a lot of these maps and I think you'll learn a lot and may even pick up some fresh ideas along the way. Also, don't be afraid to post any forging questions in the Forge help thread, these guys really know their stuff. Trust me, until recently I hadn't been aware of techniques like interlocking but, I've come to find that its quite useful and actually makes it a lot easier.
Gameplay - 2.5
Balancing - 3
Originality - 7
Neatness - 6.5
Overall - 4.7
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System 7
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System 7 - by Fleabus 7
Author's Description - Scientists use this area for experimenting with gravity. 4-10 Players
Game Variants MultiFlag, Assault, Land Grab, Slayer and Team Slayer
Pros
- Perfect symmetry
- Perfectly balanced placement of weapons and spawns
- Subtle yet genius design
- It is compatible with several different game variants
- Brilliant use of interlocking to pure perfection
Cons
- The only con is that this map isn't in the Group Map Store, Patch you need to put this one in there.
My Opinion - I liked what Fleabus did with Raven so I decided to check out his other stuff and came across this map. When I first saw the level for the first time I thought it looked plain, but as I did my usual fly by in the forge I noticed that the map wasn't actually that the map was plain it was that it was neatly organized and perfectly symmetrical. There is a floating perfect circle made out of interlocked wall pieces that hangs above the level and in its center appropriately placed is the energy sword. I studied the lay out of the high ground against the low ground and I was impressed to find that there was plenty of cover beneath. Using a barrier of wall pieces Fleabus sealed off the rest of foundry to form a perfect square where the map's symmetry takes shape. One would think this would make Foundry seem smaller, but this isn't the case. I found as I made a few run-throughs that Foundry actually seemed bigger because it stands three stories tall. I also noticed that the spawn points were very balanced and after a few test plays I found spawn killing was not an issue.
This level is simple and subtle, yet it is unique and it's perfection shines through to its gameplay. I did a test game witha couple of people I pulled in from a big team slayer battle. We played through all the available variants and they all played through with high regard.
This map is exactly what you want in symmetrical arena and in my honest opinion, not only should everybody in this group download this map it should be shared with everyone else. I believe it is so good that it is worthy to be played a a variant in a matchmaking playlist.
Gameplay - 10
Balancing - 10
Originality - 10
Neatness - 9.5
Overall - 9.8
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System 7 - by Fleabus 7
Author's Description - Scientists use this area for experimenting with gravity. 4-10 Players
Game Variants MultiFlag, Assault, Land Grab, Slayer and Team Slayer
Pros
- Perfect symmetry
- Perfectly balanced placement of weapons and spawns
- Subtle yet genius design
- It is compatible with several different game variants
- Brilliant use of interlocking to pure perfection
Cons
- The only con is that this map isn't in the Group Map Store, Patch you need to put this one in there.
My Opinion - I liked what Fleabus did with Raven so I decided to check out his other stuff and came across this map. When I first saw the level for the first time I thought it looked plain, but as I did my usual fly by in the forge I noticed that the map wasn't actually that the map was plain it was that it was neatly organized and perfectly symmetrical. There is a floating perfect circle made out of interlocked wall pieces that hangs above the level and in its center appropriately placed is the energy sword. I studied the lay out of the high ground against the low ground and I was impressed to find that there was plenty of cover beneath. Using a barrier of wall pieces Fleabus sealed off the rest of foundry to form a perfect square where the map's symmetry takes shape. One would think this would make Foundry seem smaller, but this isn't the case. I found as I made a few run-throughs that Foundry actually seemed bigger because it stands three stories tall. I also noticed that the spawn points were very balanced and after a few test plays I found spawn killing was not an issue.
This level is simple and subtle, yet it is unique and it's perfection shines through to its gameplay. I did a test game witha couple of people I pulled in from a big team slayer battle. We played through all the available variants and they all played through with high regard.
This map is exactly what you want in symmetrical arena and in my honest opinion, not only should everybody in this group download this map it should be shared with everyone else. I believe it is so good that it is worthy to be played a a variant in a matchmaking playlist.
Gameplay - 10
Balancing - 10
Originality - 10
Neatness - 9.5
Overall - 9.8
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