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Posts
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Profile Information
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Location
Sierra Nevada Foothills! Nevada City CA
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Interests
Plant biology, and related sciences! Forge! Playing Halo with friends! Memory cultivation!
Contact Methods
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Gamertag
Festuca
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YouTube
http://www.youtube.com/user/TheOraclearchive
Festuca's Achievements
Brute (5/19)
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Reputation
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Looks interesting, I like the applications of the build! I will give it a lookie!
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Festuca started following Turbulence , Tenfold v2.1 (Updated w/CTF!) , Syntax and 4 others
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Wow slams, I cant wait to play this!
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Zandril one thing I would like to mention about this map, is that you took a lot of creative risks, listened to the community and revised this map, without losing those risks. This is not seen very much in Forgers, and maps! Of course we learn from each other and implement applications used by others, but lately maps barely have a genuine feel, and is difficult to distinguish from other map authors. This map is very genuine, and has many attributes, and examples other forgers should consider!
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Hey Zan, this looks really clean! It looks like not much risk was taken, but that is not mandate, plus as you said its primarily for 2v2, simple can be better! The Forerunner accents are very nice! I look forward to you beating me up on this map! You're on a roll friend!
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- Extraction
- King of the Hill
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So I have played this map about 4 times now, and really enjoy it! I wish I could remember the name of a common map on the Ravine canvas,that is in matchmaking It has a railgun, as the power weapon, and overshield in the upper center. Anyways I think this map puts that one out of business! There are no major problems with this map, scale, flow, and application are well done! Thanks for submitting this, I enjoy it!
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Well the fact you built it so well drew people in. Like I said I usually don't care for Mandala, yet I downloaded it.
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I gave this map a download. I have mixed feelings for this map. I usually don't care for Mandala layouts! If you perhaps don't know what Mandala designs are, here you go! https://www.google.com/search?q=mandala&rlz=1T4GGNI_enUS532US532&tbm=isch&tbo=u&source=univ&sa=X&ei=k68fUvqjK6mqiQL_6oCQBQ&ved=0CDoQsAQ&biw=1920&bih=1044 Its 25% of a map copy and pasted. When I play Mandala, I have no reason to go to other sides only cause they have nothing new to offer. It's the same, just a different color. There is a flow, but it is one way. The man cannons represent my example of that. That is all I have to critique. It is nice in symmetric builds to differ your North and South axis's than your East and West. its gives more variety in the gameplay, and flow. This map does how ever offer, great use of geometrics, piece utilization application, and scale. It felt uncluttered, and mobility was an attribute. You build very well, there is no hesitance of that, but as mentioned above, you built a quad of a map, and repeated it. For a Mandala layout, it was the best I have seen. Hope my comments help! Thanks for sharing this build with us.
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This looks like it has some really interesting settings! I will DL, and come back for feedback, or praise! An overview screenshot of the map would be great for this submission as well! If you had time!
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This map submission got of on the wrong foot due to me forgetting the download link! Throughout that hiccup, Zandril was able to take the time, and download, play, and ended enjoying it enough to feature it! Thank you Zandril!
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This map is on a very rapid scale of evolution! Overall through its changes the maps porosity has given it optimal flow. All spaces connect, and scale perfectly! Played this twice with you yesterday, and each match all biomes of the map were being utilized! If I had to add anything that during our matches yesterday, the dance floor in between yellow and red, "perhaps" could use some cover! The area with the tree planter bed is the one I speak of! When there, I felt as if Yellow on the bottom floor looking to red, through the passage Forged with inclines had more of an advantage, then you had an exposure to the green space were double teaming was happening! Just feels a little naked! Suggestion-perhaps some crates, or a rock outcrop to strafe around! Hope this help, if not its why I quote perhaps, as this just might be preference!
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I am gonna check this out!
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I love the tunnel idea, it would give the players more options down there! That LOS, I am not sure about! I hear many complain about long LOS, but I enjoy it depending on the situation! A long LOS is fine as long as the Field of View is not to grand! And in this instance, this LOS to my belief is not an exploit! It is easy to evade because you can escape both of those areas simply then the opportunity is gone! I will have to open up this again to see this! But as of now I don't personally see this needed to be fixed! I don't know maybe I don't care for the application of the sight blocker, to robust! Have you tried something slimmer?
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I applaud Zandril, the recalibration of this new version is intactly synced now! Red zone fits and flows with all its other confluence biomes. Because of the calibration dynamic lighting is more accentuated as well! Using the anvil floor breaks up the ivory tone of Forge Islands pallet, and gives better visual contrast, aids to better callouts as well! This was a great job of listening to many people who added to ideas and keeping the feel of your map! I am bringing this in my customs rotation tonight!
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Looking forward to the update!