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Everything posted by Festuca
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Looks interesting, I like the applications of the build! I will give it a lookie!
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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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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!
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Loci? I should have not abbreviated, is actually Genius Loci simple definition-http://www.thefreedictionary.com/genius+loci Genius Loci is a concept used in designing across the board, art, jewelry, landscaping, architecture, and can be totally implemented into Forge designs! In short, it means the spirit, shallowly it means theme! You detected theme on my map "WINDWARD" that you reviewed on Forge Café, you understand this, and display this! Say if you were to make a house in a setting, instead of bringing materials in, you would use the wood of the forest to mill your lumber, and perhaps accentuate your place with it, you would use its stone for pathways ore other rigid hardscape features, and you would landscape with the native plants in the close plant community radius. Follow? So when I say this map is Loci, you continued the spirit, theme of this map yet never overplayed it. You used 1x1 banks to make unique playable ornamental fixtures! You also carried this theme with 4x4 platforms to give direction and mesh this map into a Celtic cog type of configuration that leads to harmonic flow of this map! Hope this helps define Loci, I am surprised many Forgers already don't use this term more often. I apologize, I have nothing to say at this moment of what you could improve on that already hasn't been said! I do intend on following this map to tune in on any other updates, and I am keeping it on my hard drive and if I ever stumble on to anything, I will take the time to bring my thoughts by! Sometimes I feel we as Forgers spend so much time implementing, and completing guidelines, onto our own maps, and others, that we forget to stand back and say, "**** I had fun on this map"! Critiquing can take the fun out of things a lot! For beginners I think its nice to guide them into a direction, and constantly help evolve the experienced. I beg you pardon for going off, but Forge is expression that we get to share with our friends and the community, and you express your Forge builds very well, and this map display's that!
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Hey slammers, played a 2v2 on this last night! I guess I played the updated version, cause I didn't see any of the elements that are critiqued in this thread! This map is very loci, your theme is continuous , without repetition! Great to see a map without a bunch of brace larges, (No offense Brace Large I love and use you in every build). I find it rare when people use banks as fixtures, and cover or ornamentation, I really enjoyed this part of the map! I thought it played, and looked really good! The signature of the build is so smooth, and really stands out! Nice to meet you!
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So I played the updated version, and I love it! Do you dig how you opened up rockets? it breaths so well and eliminates the overpowering of that biome! WELL DONE! Sword is difficult to get to, so after a point I just didn't even go for it. Whats the trick? Do you knee tuck the jump of of the strut? Snipe was still over powered! I think because it is the highest elevation the railings are unnecessary. I understand that balcony and Roman architecture theme and love it, but it seems to be to much cover! I think those upright 1x tall thins do the job just fine! Just some ideas! I played hill on this last night and slayer, and had a blast! Its really cool how you opened the rocket area gave new habitat for that hill marker! It was so fun! Overall, the theme of the architecture, and the aesthetic tone, layout to me showcase itself clearly! Tip of the hat. I like it enough I am going to keep this one to on my hard drive, and follow this thread in case of updates!
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Hey Zandril, finally got to play this today! Got some feedback and praise for you! Major issues-NA Minor issues- 1) in the blue zone I thought the blue brace large bridge that heads into the into the yellow doorway/bridge confluence was not in scale and tied in like all the other features of the map! Perhaps center it on the large walkway covers, and use something like 2x2 ramp, or 2x2 platform where a player can circulate around those vertical large walkway cover! It would also give you an opportunity to connect all 3 of those blue brace large bridges. 2) Near remote detonator spawn there was a brace large that was pitched as an incline that lead to the upper non colored mezzanine! I thought something that perhaps aproned it out a bit so the player wouldn't have to jump onto it would be smooth! I try to give ideas to visualize or spark alternatives only, I am not saying this is what you should do!. My thought was perhaps a 4x4 platform would ramp up there perhaps nicely, I forget the width scale if it would fit! 3) I thought in very slightly that the back of red zone was separated from the rest of the map, or at least didn't flow into all the other zones as well as others! I have no advice for this, maybe less sight blockers, or perhaps a weapon! Shotgun, scattershot could be fun! Praise- I love the layout and was engaged everywhere in the map! The layout is inspiring and enlightens me on attributes I wish were represented in my builds, but without biting your ideas! I was able to reach all areas of the map, and never felt cornered or stranded at all! With the exception of the mentioned above! The sticky det cave, is a gasp, I love it! Side thought-have you stuck a light in there? my preferred load-out was promthean vision, with BR, AR combo, or AR magnum! I thought all grenade types are amazing in this map! The frag ricochets were so fun, I was getting loaded up in laughter! Fun=success and this map is exactly that! Thanks for sharing this build!
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It is better than a lot of Forge maps in matchmaking!
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Right back at you, thanks for submitting maps so I can play them! Its great to play others builds, and you are quickly rising as a resident in my hard drive, and customs rotation.
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Well you sir are cranking these out, and sure do have a signature Forge style as well! I played this last night and enjoyed its simplicity, and courtyard design! Couple thoughts! 1) ROCKET SPAWN -I thought the reward was to grand for low risk of the rockets! 2 skilled DMR wielders could make it really tough to get back there with only 2 ways to get to rockets! Which gives this spot a power advantage! Perhaps 1 more hallway directly to them from the middle length axis of the map can fix that. Just a thought! In general a rule of thumb I try to practice is to have 3 ways to approach a biome. 2) SNIPE SPAWN, kinda similar to 1, but not as bad! Only 2 ways to approach, unless jetpacks are involved! Or unless there was a tac jump I was not aware of. Perhaps a fix that I thought of is a corridor in the bottom middle, with grav lift that would carry you behind snipe spawn! I really enjoy your signature, and scale of maps! Your aesthetics and build techniques do not need to be discussed because there is no problem, and the maps look and play great!
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No need to apologize, but thank you! we are real people with real lives! Nothing is ever expected I am a father of 2, and life can really deal out the busy cards. I will send you a request, and look forward to that! I must join one of your Halocustoms.com Forge Cafe game night as well!
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I saw this yesterday on a preview thread at Halocustoms, and clicked somewhere else and couldn't find it! One day later you submit it! I think this looks fantastic I am gonna go download now! But I will download it from Halocustoms.com . Feedback for sure, after I get to check it out!