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  1. #21
    smooftastic's Avatar Better Than Jack3d
    Portal Champion
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    Join Date: Nov 28th, 2011
    Location: Papua New Guinea
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    XBOX: smooftastic
    hokay...i luv rockets

  2. #22
    DHG AIRBORNE's Avatar Junior Member
    Reputation: 11
    Join Date: Jan 24th, 2012
    Location: Boston
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    XBOX: DHG AIRBORNE
    sundown ur map is alot better then the original version

  3. #23
    PMSWithReason's Avatar Junior Member
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    Join Date: Dec 20th, 2011
    Location: Tacoma, WA
    Posts: 7
    XBOX: PMS With Reason
    Open up the gold lift room with a window or taking out the wall completely if possible.. Perhaps wider bridges would make for good cover to play on the middle/bottom of the map a little more. I'd say no rockets... or take out one sword/shot gun completely... less power weapons less camping.

  4. #24
    DEAD PSYCH0's Avatar Commander
    Motherload Champion
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    Join Date: Dec 25th, 2011
    Location: California, but my heart resides in Las Vegas, Nevada
    Posts: 335
    XBOX: DEAD PSYCH0
    Sundown, I still think it was a bad choice for you to take off the very top bridge that connected top red with the vent, it encourages camping in the vent and there isn't a way you could sneak up on the camper in the vent since you'll be heard thanks to the noise the man cannon makes, plus having a sword and shotgun in that room would really make that a priority location to camp.

  5. #25
    Tree Man's Avatar Senior Member
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    Join Date: Nov 24th, 2011
    Location: In the trees!
    Posts: 371
    XBOX: The TreeMan Can
    Love it for swat. Doesn't work with other gametypes cuz of the sword/shotty camping.


  6. #26
    Sundown's Avatar Community Cartographer
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    Join Date: Nov 28th, 2011
    Location: Iowa
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    XBOX: Master Sundown
    Quote Originally Posted by DEAD PSYCH0 View Post
    Sundown, I still think it was a bad choice for you to take off the very top bridge that connected top red with the vent, it encourages camping in the vent and there isn't a way you could sneak up on the camper in the vent since you'll be heard thanks to the noise the man cannon makes, plus having a sword and shotgun in that room would really make that a priority location to camp.
    I might find another way to connect the two. I was thinking about knocking out the wall behind top red, and just making a horizontal, uncovered bridge. The only issue with that is flow and design. I agree, the cannon makes noise, and is the only means to traverse into that area, however - The actual vent is so much more open now from "carpet room" and virtually anywhere else from the second open window (grenades primarily) that camping there is a poor idea. It now acts as a resting area for low-traffic access and breaks in combat thus to regain shields, reload, etc. You no longer have the problem of not being able to combat in vent, without being noticed first. The cannon just provides a quick access route between sides, that isn't just another bridge. If you think of it as accessing Carpet room quickly versus accessing "campers in the vent" you'll see why it improves the map flow. Besides, I'd only one route from vent to top red, (high bridge, already placed) Otherwise the top becomes much too powerful to hold, control, and camp. If you get trapped in vent, you're given two options. Fight, or retreat to a lower floor, and regroup with teammates. This promotes team-based flow, rather than power weapon controlled flow.

  7. #27
    Sundown's Avatar Community Cartographer
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    Join Date: Nov 28th, 2011
    Location: Iowa
    Posts: 1,933
    XBOX: Master Sundown
    Version 7 (Machete VII) is on my file share for download.

  8. #28
    Sundown's Avatar Community Cartographer
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    Join Date: Nov 28th, 2011
    Location: Iowa
    Posts: 1,933
    XBOX: Master Sundown
    http://www.forgehub.com/forum/reach-...word-base.html

    Also, as you'll notice in my thread there on ForgeHub, Version 8 (VII) is on my file share!

  9. #29
    Banned
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    Join Date: Nov 25th, 2011
    Location: USA, TX
    Posts: 392
    XBOX: HC HALO 3 RECON
    I would have to say a lot of people camp on top.

  10. #30
    MrGiggleButts's Avatar Major
    Yeti Pentathlon Champion Squares 2 Champion BattleShip Champion Alias 3 Champion Harry Potter: Marauders Map Champion Batman: Mystery of the Batwoman Champion Thing-Thing Arena 2 Champion Bloons Tower Defense 2 Easy Updated Champion Stunt Dirt Bike Champion Tower Defence War Champion Cocoon Island Champion Up Beat Champion Galaga Space Invaders Champion Submarine Combat Champion Contra Snowbattle Champion Gnome pinball Champion Playing With NOOB Champion Kegs Slots Champion Grifgoose Bomber Style Champion 4th of July Game Champion Nanaca Crash 1.08 Champion
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    i like sword base. i almost always win on it and im always moving around the map. ive also got a ton of perfections on it

  11. #31
    Junior Member
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    Join Date: Jul 19th, 2012
    Location: Hawaii
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    A better question is, what could you possibly like about it?

  12. #32
    HC Faceless's Avatar Honorary Member
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    Join Date: Nov 24th, 2011
    Location: Ann Arbor, MI (USA)
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    XBOX: Inferus Deus
    Quote Originally Posted by Lazer View Post
    A better question is, what could you possibly like about it?
    When it comes to SWAT? Everything

    The Red Team starts with the high ground and has the fun opportunity to defend it. The Blue Team starts with the low ground and has the awesome opportunity to assert their dominance by uprooting the Red Team.

    Perhaps in most slayer game types it's not so fun... but IMO it's the closest thing to a perfect SWAT map!

  13. #33
    Blonde at Hart's Avatar Honorary Member
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    Location: Pasadena,taco
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    XBOX: Blonde at Hart
    The only thing I don't like is that I get tired of playing it back-to-back-to back sometimes...it's a popular map for some reason. Although I agree for SWAT it's great.

  14. #34
    Danni Cherie's Avatar Shocky's Lady
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    Join Date: Nov 25th, 2011
    Location: Dallas, TX
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    XBOX: The Tiny Zombie
    Top gold lift camping.

    It takes a fight to see who you're supposed to be - 12 Stones, Worlds Collide
    March 22, 2013

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