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N!TRO
04-22-2011, 07:38 AM
Brutality

Forge by N1TRO

This map was created with budget left over 6000. Covers all ranges of LOS from short in bottom floor to Long in the Attics. Jet pack was added to give teams top control over mid and a extra from bottom to attics. Please download and give me feedback as to I am submitting this map for the May 2 submission. Thanks



DOWNLOAD (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=16830301&player=TLN%20NITRO)


Gametypes:
Slayer
CTF
KOTH
Assault
Oddball

Weapons:
DMR X 4
Needle Rifle X 2
Grenade Launcher X 1
Frag Grenade X 4
Plasma Grenade X 4

Abilities:
JetPack X 2
Invisibility X 1

http://i1131.photobucket.com/albums/m560/912NITRO/Brutality/reach_16830289_Full.jpg
Map Overview

http://i1131.photobucket.com/albums/m560/912NITRO/Brutality/reach_16830298_Full.jpg
Red Overview

http://i1131.photobucket.com/albums/m560/912NITRO/Brutality/reach_16830303_Full.jpg
Blue Overview

http://i1131.photobucket.com/albums/m560/912NITRO/Brutality/reach_16830300_Full.jpg
Green Attic / Invisibility

http://i1131.photobucket.com/albums/m560/912NITRO/Brutality/reach_16830291_Full.jpg
Gold Attic / Grenade Launcher

http://i1131.photobucket.com/albums/m560/912NITRO/Brutality/reach_16830290_Full.jpg
Back Red

Thanks Again for any feedback and to those that help play test this map
-Nitro

TLN Frost
04-22-2011, 03:49 PM
Looks nice...I want to get into forging >_>; I'll play it out today, eh

N!TRO
04-23-2011, 08:11 AM
Thanks man, just wish to get some more feedback

N!TRO
04-25-2011, 10:26 AM
V2 is now up

Download (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=16961509&player=TLN%20NITRO)

Changes made
*Changed back of bases from tunnels to balconies to continue with flow of the map
*Covered more of the attic to give a window type look
*Add a jump up to both attics to improve gamplay speed
*Adjusted some areas where there were holes in the map floor
*Adjusted Death Barriers

http://i1131.photobucket.com/albums/m560/912NITRO/Brutality/reach_16961490_Full.jpg
Back Red

http://i1131.photobucket.com/albums/m560/912NITRO/Brutality/reach_16961511_Full.jpg
Gold Attic

http://i1131.photobucket.com/albums/m560/912NITRO/Brutality/reach_16961503_Full.jpg
Gold Jump Up

Thanks for the current feedback please let me know what I can do to make this better for the submission

xMortyZx
04-26-2011, 01:00 PM
Nice N!tro, map looks very clean with excellent lighting. (iUnderground just taught me about that aspect of forging) I'll download and try to run some games on this. I have been playing a lot with Gazurk, stormy, and sibbonx. Would like to hear their feedback. Just looking at the pictures all I can say is.... "DAMN SON!!":cool:

N!TRO
04-26-2011, 02:19 PM
Nice N!tro, map looks very clean with excellent lighting. (iUnderground just taught me about that aspect of forging) I'll download and try to run some games on this. I have been playing a lot with Gazurk, stormy, and sibbonx. Would like to hear their feedback. Just looking at the pictures all I can say is.... "DAMN SON!!":cool:


Yea two things I learned from Salot were to allow forge world be the lighting and simplicity works really well in making maps. And thanks by the way dude, hope this can progress further in the submission

xMortyZx
04-26-2011, 02:28 PM
I'll download the map when I get off my work computer...(shhhhhhh, but seriously when I'm waiting for email reply's what else am I going to do). And try to run a couple games this evening.

xMortyZx
04-26-2011, 09:11 PM
Nitro, we just finished a quick FFA on V2 with 6 players. 90% of the fights happen on the side ramps with bottom center being used more as a quick out from the two top windows (no one pushed there from the start as there is no reason too). And pretty much from respawn you automatically push to either elevated side ramps because that is where the fight is still going on.
If we try a quick strat to lock down the windows from health pack as players push up side ramps, the escaping player has good room to hide among the pillars (especially with sprint enabled). And unless the escaping player is very weak it becomes players choice to chase or continue to hold down bottom from health pack.
However, nades bottom center are brutal because of the blast radius. (a 4v4 would be a nade fest!) Also, I think there needs to be another weapon to counter noop tube. (was camo your counter?)
The spawns are great. Did you intentionally direct the spawns for situational awareness? Are the pillars in center a place for camo guy to go and place shots on players? If so the map is locked down enough that being up there doesn't really benefit anyone. This was just a quick write up bro. Get back with me.

N!TRO
04-26-2011, 10:18 PM
Nitro, we just finished a quick FFA on V2 with 6 players. 90% of the fights happen on the side ramps with bottom center being used more as a quick out from the two top windows (no one pushed there from the start as there is no reason too). And pretty much from respawn you automatically push to either elevated side ramps because that is where the fight is still going on.
If we try a quick strat to lock down the windows from health pack as players push up side ramps, the escaping player has good room to hide among the pillars (especially with sprint enabled). And unless the escaping player is very weak it becomes players choice to chase or continue to hold down bottom from health pack.
However, nades bottom center are brutal because of the blast radius. (a 4v4 would be a nade fest!) Also, I think there needs to be another weapon to counter noop tube. (was camo your counter?)
The spawns are great. Did you intentionally direct the spawns for situational awareness? Are the pillars in center a place for camo guy to go and place shots on players? If so the map is locked down enough that being up there doesn't really benefit anyone. This was just a quick write up bro. Get back with me.

Wow! Great review man. Now, with spawning in mind yes everything is intentional for direction in mind. I really didnt get to play a big game on it yet ie CTF with 4v4, but I somehow need to direct some of the fights in lower mid. I think I might throw camo or something bottom mid for certain gametypes but I have no clue what gametype is best on it yet. I Really do appreciate the review and thank those that played on it as well. Oh, the top of the middle area you are talking about the pillars, people can run around and kind of have an advantage in the fight.

So the question is do I add more routes? Different Power weapons? What should be done to replace bottom mid for more fights, maybe more spawns...???

Thanks again man

N!TRO
04-29-2011, 06:54 PM
Anyone want to give me a hand later or have any creative ideas to make this better? I have to make at least one more level to be considered an elevated map thanks