timetokill said:
Aurora: I generally don't like Invasion, but this one played all right. The opening kind of sucked for my team as I was the only one who went to Bravo, and so it fell early. When it was our turn in Phase 2, I had a lot of fun following Overdoz1z sneak around back to plant the bomb, which was pretty exciting. I felt like the weapons could use a bit more of a boost, or add some vehicles around the midpoint of the map during later phases to shorten the length of the map. I know they're in the back of your base but it would help if they were "on your way" towards your objective. It seemed a little too easy to defend as Elites during Phase 2, where you can really just sit back and rifle everyone down who makes an attempt on a zone (which is why the sneak around was so thrilling, I guess).
Thinking about it, moving the mongooses up by the alpha generator ramp would work, but leaving the Warthog at the base won't let the Elites grab them. I'm also going to take out the Wraith in Phase 3 since it's way too powerful.
As for weapons, Humans get a sniper and rockets starting phase 2 at alpha ramp and right by bomb spawn, respectively. Elites are going to get Focus Rifle and Plasma Launcher at their base to counter those.
Any more suggestions for Aurora from people?
timetokill said:
Hopefully more people post theirs.
Heh. Here's me making this post even bigger:
Yeti-Dome: I think with the changes already made, I have no problems with Yeti-Dome besides spawning, but that's due to any FFA map, really. Though, I haven't really had any problems in awhile with it besides spawn issues.
Deluge: Same thing with Yeti-Dome, spawning. I spawned in the same location (lower Ascension tower) two times in a row, and tower tall like three times in a row. Don't know if there's a way to fix it on either map.
Other than that, I think a few places need railings. Namely, behind the tower 3-story by the mancannon needs railing across the areas that can't be dropped down from safely, and the tower tall needs a railing on the lowest ramp.
I'd love to either play FFA DMRs on it next session due to playing AR starts two times in a row now (and everyone knows my stance on DMR vs AR), or Multi-team.
Hyperbaric: I'm not a good judge on Griffball maps, but I had fun playing this. Looks really nice, played well.
Havok: In second thought, a Elite gametype wasn't exactly the best choice when playing this, so some of this might be better for Spartans only. Though, as I said above, I think a combination of Havok and Toy would be better than the two of them as separate maps. Plus most of my complaints were said above too.
Looking at the changes, railings are still going to be needed. Same with color coding and Red/Blue light orbs.
Toy: Going to bump this up due to Havok, but having the ground portion is pretty bad, since there's really no way to know where the safe zone ends. Like I said above, move it into the sky, or merge Havok and Toy. They're kinda similar in concept, and it wouldn't hurt to concentrate on one (combined) map to make it really good. I'd think it'd make the map really, really good, and differentiate itself from other maps.
Abyssus: MrBig said this:
MrBig said:
"this is like if Valhalla and Standoff had a bastard child and kept dropping it on its head. And then Hemorrhage is it's drunk uncle" who abused it - anonymous
I have to say that I said this. Though, when I first saw the map in Forge before customs, I loved it. I love maps like this, and it's similar to Standoff and Beaver Creek (and Valhalla). Though, the way it played was horrible.
It needs more cover to the sides, like the arch pieces, or something. More rocks to the sides of the bases. Just
something that doesn't make it a flat map.
In addition, the Warthog was way too overpowered, same with the hill. I'd make the hill a bit shorter, and maybe make the bases the standard Blood Gulch bases, or some edit to them.
Fusion: Spawning facing a window wasn't exactly the best first impression to the map.
Looking at the film, a red team member spawned right by me when I was walking around the left hand side of the ramp with hypertrooper. Plus it seems that the defending team gets more DMRs and a height advantage, but that could just be because we played AR starts (which turns out were horrible for Fusion). And it seemed like they could defend the flag way too easily, but that might've been due to lopsided teams.
Hopefully the changes make the map play better.
Minerva: Still way too hard to get into the base. Bridge needs to be fixed and not broken, mancannon hopefully will be a nice way in, better way to know a teleporter is a teleporter, spawning needs fixed, shotgun too powerful when defending. Yada Yada Yada.
Watershed: Railing by red's water floor, maybe more cover by each shotgun ramp so that it's not so open. Also, I'd switch the red/orange orb by blue team with a blue one just so it'd be even more noticeable what side you're on.
Void and Reliance: I swear I was tired as hell and my mind had just checked out during the Void match and was still gone during the Reliance game. Really don't remember anything from either game besides me and Dani talking about Nok's godly forging abilities and Dax being annoying and making me laugh.
e: I don't know if it's a blessing or a curse that the juniors don't know about ForgeGAF..