📚 ARCHIVED MUSEUM MODE — The LAN Network, frozen February 9, 2018. Read-only preservation — no new posts, accounts, or purchases.  |  About this archive

Log in

View Full Version : Maps Submitted for v6



N!TRO
07-03-2011, 04:01 PM
Hey guys as you all know, a lot a gripe is still looming over many of the forged maps that get pushed through the submission process. Well here is where it all starts. This thread over at the MLG Forge Forum has all the maps were submitted for v6. So, TLN if you want to be a part of the process of Forge/Testing/Feedback head over there for some awesome well in depth discussion on how the thought process of a forger really is.

Thanks

Thread Link (http://forums.majorleaguegaming.com/topic/234823-sizable-symmetrical-submission/)


If anyone wants to run games on these maps HMU on XBL


Here is addition to the maps, I added small little walkthrough reviews. This is directly from my other post

Submission for v6 Map Reviews


Here is a personal take on just how the map feels as submitted. Majority of these maps have not been play tested by me but are being critiqued on how well the map was forged in a walkthrough. This review will take some time and hopefully will complete this before testing has commenced. After play testing on my I will add a more in-depth review on how the games went.

Now, if anyone wants to add any gameplay footage/review of their own. I will gladly add it to the OP. For all to see.

Thanks again, all this will help new forgers learn some of the mistakes they made and better from them as they grow as a forger. And also help experienced forgers get a full detailed review on what be fine tuned in later revisions. By all means, I have not made a map that has made it into the circuit, so take the reviews how you see fit. This is all from one forger to another. Good Day!





Apollo:
Lousy cover was overly expressed, the map itself is too wide, the incline top mid is to steep. Overall concept was good just needs to be cleaned up, less objects and fully polished.

Highlight of the map – Lift area, it needs work but the concept is a great idea

Ayu:
Starting spawns need not to face wall at start. This will cause complications for gamers at the get go. There were a couple mason holes in the map. In some areas, it felt like objects were not necessarily meant to be in the area, more or less just a filler. As for most MLG maps lights are no go, so try to stay away from them as much as possible. Overall, layout can be adjusted or even trimmed.

Highlight of the map – The control point of the map is at top Green which has a limited view but can definitely be hardest area to contest as well

Basilica:
From the get go, this map has beauty feel to it. It looks like you catered to mostly aesthetics than gameplay but I am sure this map plays well. Amount of objects could be the bearer of bad news to screen lag, which it looks like it has some, but as a suggestion to for a non-aesthetic look is to simplify the stairs. Overall, good looks!

Highlight of the map – The aesthetics were great, and the outside made me feel like I was in a map

Circumvent:
First asymmetric map of this review +. Now the map seems a little, like I was being pushed around too much with the lifts and teleports all over the place. The use of bridges felt like I was being forced into one area. Most gamers, don’t like that due to the fact once you have committed that route there is now way run or hide in a firefight situation. Overall, try rebuilding this map in Blood Gulch area and use the ground to to allow bottom level movement and use less lifts/teleports

Highlight of the map – The green house felt like a safe house but at the same time it could a huge disaster, build onto this area and give the map a point of control

Citadel:
Great remake! The jumps felt spot on, the aesthetics were not too flashy and you captured the meat of it. Great work! Hope this map does well in the submission.

Highlight of the map – The view of the map made me feel like I was in H3 Citadel

Condor:
This definitely has a construct feel to it. But has a new twist to it, I like that. Now, the lifts might be overused but I cant really judge that since is a multi level map. Overall, good map, forged well and hope to see this one in testing.

Highlight of the map – Bottom lift area where rockets are, was cleanly forged and the smoothness of the lift was awesome

Conduit: This map definitely has potential. Overall, layout was planned out well and it you can tell this one was forged with pride. The aesthetics were clean and not overdone. Great job, look forward to playing this one

Highlight of the map – The complexity of it, yet was easy to understand

Confined:
My personal favorite of the narrows remakes so far. I have watched this map grow into something fierce. Well forged and can’t wait to further test this map.

Highlight of the map – Bottom mid area has always been my favorite, but watch out for those nasty falls off the balconies

Conman:
Forged in the coliseum, is always a hard one to control lighting on a map. The bottom level needs more floor height variation, felt to flat. I like some of the jump ups and some of them were a little much(green). Overall, great layout, just rebuild with new floor to not give it so much of a flat level feel.

Highlight of the map – It honestly felt like a CS custom map I played that played well.

Decision:
I liked this one, but it needs some work. Not in a bad way though. Just in some areas like near a lower level need to be cleaned up. Use color is a big thing, this helps out with call –outs. Overall, keep it up the forging and let the map and you become one ☺.

Highlight of the map – The originality of this map was a great

District:
My own map, will not review

Extinction:
I liked the layout a lot. Top mid was my favorite and loved how bottom level was like and underground garage. Good job on the forge and hope this map plays well in the submission testing.

Highlight of the map – Top mid had a very clean look to it that served a purpose

Gridiron

Haze:
Forged well and this too could be a strong contender for the submission. Very clean, nothing to absurd. My only issue is the color of the bunker boxes in bottom mid don’t match yuck… But I am sure this can be easily fixed by raising the map in further revisions. Overall great map.

Highlight of the map – I love how this was brought over from GoW, nicely done

Infamy

Iridescent

La Fiesta

Mirrored

Narrowed

NeoGenesis

Oasis

Offset

Okhotsk

Perplex

ReVamp

Sanctified

Temple

The Pit

Traverse

Uprising

Vindicated


GT: TLN NITRO

cF WiNGER
07-03-2011, 04:19 PM
Saw some I liked in there. Saw some I absolutely hated LOL. Guess Onslaught is just forgotten about now :-( Was hoping that or Surge would be tested!!!

N!TRO
07-03-2011, 04:21 PM
who forged it? Plus it wouldve have needed to be submitted

Morgan
07-03-2011, 04:25 PM
Thanks for sharing this because I don't check the MLG forums as much as I should!

cF WiNGER
07-03-2011, 07:37 PM
who forged it? Plus it wouldve have needed to be submitted

Not sure. I downloaded it then changed the name of it to organize my files easier so I don't know who was the original maker. I'll upload it later tonight to my file share for anyone to see. And if anyone does know who made it please give credit!

Gearijigu
07-04-2011, 12:09 AM
went over all of the maps today most of them were forged well but I thought only a few of them had promise and what was up with all of the narrows remakes? there were like three or four of them

N!TRO
07-04-2011, 05:35 AM
Idk man, I guess everyone wanted a shot against salots confined map. My two maps, hopefully get past the first round.

I will update this thread with tbe most current round. Please if you want to be apart of the testing phase HMU

Frag iT
07-05-2011, 02:59 PM
All of the New map submittions look nice. I guess will have to wait till v6 to come out to see which ones make the cut. :)

N!TRO
07-05-2011, 10:27 PM
Update OP with map reviews