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Fritzster
03-30-2008, 04:07 PM
Amplified v1.2
a Fritzster & Zak Boo map
==========
Download (http://www.bungie.net/stats/Halo3/FileShare.aspx?gamert

ag=Fritzster) Slot 5 & 6
==========


Symmetrical
Budget Glitch Free (is not in use)
Built for MLG
Versatile all-gametype Map for Teams
FFA Map variant included


Influenced by the Safeguard Concept design, reaching about 2 weeks (1 month since concept), the creation of the "Real Deal" AKA "Magnum" Final map stage for us has been kept secretive, that is until now. Amplified is Considered to be our best map-to-date. We put our lives in a cave for 2 weeks, our friends know, and now we have finally come to say that we created a truly innovative map for fellow Competitive Gamers to game on. We have done a ton of research from MLG maps to other Maps in the community. Balancing the gameplay to geometry to the appearance of visual presentation are just a few to name. We hope our hard work balancing Amplified Map pays off. Our Goal was to create a kickass map.

You will see things on this map to the degree that were not thought possible on other maps. Geometry glitch ed through the Map geometry itself. The use of the extra resources where the walling off is not needed, with painstaking precision a clean presentation on not only looks and resources, but also game play. This is Amplified's specialty and the rising of the bar for more maps to come. And most likely a guide that explains the creation process and style of maps and how we build them in Halo 3's Forge is coming soon.

_______
Update List v1.2 - Friday, March 28, 2008:

Purple ramp leading up to P3 now has a bubble for cover (corner wall)
Four new corner walls, two on each side form a star Spartan height for more cover
Geo glitched corner wall under center base indicators for increased nade points and reduced LOS side base-to-base
Adding the centered geo glitched corner wall opened up opportunities for a forth escape/entrance to bases; back of bases jump from base one to base two is possible
Flags moved to the most centered upper part of base level 2
Removed the inconsistent sword
Shotty now in place of sword; no spare clips, RR of 90, cycle spawn for team games
Mauler centered for MLG FFA play
Respawn points rearranged under purple airplane and four corners of the map
Fixed custom height on center step up boxes
P3 area widened to balance the fact that mobility in P3 was small in previous versions
P3 ramps now features door railings for more cover and agility to reach P4 effectively during gameplay
P2 has smoother transition now; with intertwined glitch for cover
Yellow two has a ceiling now, still accessible by docks and solid nade points from yellow one
Signs geo glitched vertically in level 1 base entrances; a 2 door way entrance now, LOS slowed down
Starting spawns on all gametypes moved; two on each side of Back base jump up and FFA re-balanced once again
Hills moved to yellow two, to red base one, to yellow two, to blue base one - in that order


Thank yous to Runner AI for kicking my ass at good ideas for this map update, and thank yous to SavageBAMF for never shutting up and keeping me company, oh yea and ideas too... Zak Boo, usual as well.

This late March update focused on slowing down the fast gameplay that comes with forged foundry maps. As well as adding cover to key locations in corners yellow and purple. More play space and routes than previous versions and previous maps known for a fact. More dedication and devotion has been put into this map than should be allowed. If it doesn't show than I will be a monkey's uncle. I know that more time spent could be used to make other incomplete concepts as what the fad seems to be around here, but obviously this map is worth it, I'm glad I see the light now for this map. Its support has been much appreciated and more to come I'm sure, thank you. BTW I was thinking "Carbon vs. FB" ... yes.
_______

_______
Update List v1.1 - Wednesday, March 12, 2008:

P4 wall repositioned and fixed
Raised box in bases replaced with custom bridge, safe spawning opportunities increased
Starting Spawns looked at
Bubble respawns moved to corners prevent unfair situations off-spawn
Some Geometry slants/angles looked at and fixed
Overshield red base indicator is now fixed and unreachable
Hills in KoTH are now circles, the fact that there is now an open level one base.


The main priority for this update was to make the bases more fluid with gameplay, and at the same time add even more safe respawns to spawn in. The Bridges took a while to get as close to perfect as forge-possible as they too are custom lengths. For gameplay this adds more cover for under the bases to side bases and no more jumping to go through the bases, more reason to strafe better and more reason for more solid feel of gameplay. Hills now semi-circles. Enjoy, we hope to see some customs tonight on Amplified v1.1
_______

=====
Video Reserve - and complete guide coming in April.
=====

Screen Shots Updated v1.2:
http://haloscreenshots.net/cache/medium/fritzster/medium_7498D67FCAFA7BF72383CBA1EF147A27.jpg
http://haloscreenshots.net/cache/medium/fritzster/medium_687EF12A8FBB20AB4188EF0D7E108F01.jpg
http://haloscreenshots.net/cache/medium/fritzster/medium_0BDBD19708A9F91313323E02D7E92927.jpg
http://haloscreenshots.net/cache/medium/fritzster/medium_E24778280B4C91663E6266C44247015B.jpg
http://haloscreenshots.net/cache/medium/fritzster/medium_70087E2326042FD3F169E610A43BCECD.jpg
http://haloscreenshots.net/cache/medium/fritzster/medium_37CF252003A7918B49841CE3BFDB88C7.jpg
http://haloscreenshots.net/cache/medium/fritzster/medium_B26EC68B7367034F251356288326B062.jpg
http://haloscreenshots.net/cache/medium/fritzster/medium_B67790295396C56D8330E90F35BA40BD.jpg
http://haloscreenshots.net/cache/medium/fritzster/medium_ED23CD7CD964D7F3296E28986C5BA79B.jpg
http://haloscreenshots.net/cache/medium/fritzster/medium_5F3423344F4523B725A4C039220E2AF2.jpg

Amplified v 1.2: Team Map

MLG Gametypes:

Team Slayer
Updated v1.2 - Capture the Flag
Updated v1.2 - King of the Hill
Ball


Weapons:

8 Plasma Nades
8 Frag Nades
8 BRs
4 Carbines
Update v1.2 - 1 Shotty; no spare clips, RR 90, spawn cycle


Amplified2.1FFA

MLG Gametypes:

An FFA Variant


Weapons:

8 Plasma Nades
8 Frag Nades
8 BRs
4 Carbines
1 Mauler (Respawn Rate of 90, no Spare Clips, Max 1)


What a night of finishing up the map.
More to come... Soon:

Guide and website 2.0: beginning to advance to profession of Halo 3 forge knowledge with events, phpbb boards, guides, rating status, polls, videos- everything a solid community needs. there's no active leaders or official active administration for the MLG forge community, as it stands, to represent the true competitive maps being produced here. Just a slight hint of where some my time, effort and money will go for the next month. Without rewards or leadership there's not much motivation left in this Awesome sub community of MLG to keep producing maps. Being affiliated with already established forgers/maps and even communities outside MLG will bring a slightly yet steady punch to a web 2.0 I'm working **hint **hint; in no way will split up the community when I do launch, just trying to get an eye open for whoever is ****ing running this show **hint **hint

I've done my research for a long time, call me a nerd, that's just darling, I'll just say Keep up the good quality maps! And leave all the hopeless casual/average/mediocre bad ones behind.

runner ai
03-30-2008, 04:43 PM
Wow the website has been down for freeking ages.

I've thought of some more stuff again for v1.3 but i'll see you online later maybe!

The_FoLii
03-30-2008, 04:46 PM
Fritzster.... you are only improving this map with every version that you create.... I played about 3 FFAs earlier and I didn't notice any problems. No one complained about spawns, gameplay, or the size of the map. I think you finally made the perfect FFA map.

I would like to run some customs with you later to continue testing it...

GT: FoLii

Fritzster
03-30-2008, 04:59 PM
Wow the website has been down for freeking ages.

I've thought of some more stuff again for v1.3 but i'll see you online later maybe!
no problem bro.

Time to really kick ass on that Octane Maps of yours, send me a msg on xbox.com when you find the time. I cleared most of my day to help you, it's like your last day for a month, I don't want to miss helping!

Devlin_Zaussome
03-30-2008, 05:02 PM
Wait, you put a shotty on it? o_o

Fritzster
03-30-2008, 05:14 PM
Sword doesn't work and is inconsistent. Mauler too weak for a map of it's cover and size. Custom powerup directly top center would not be a good spot for positions and set ups. So anyways, a shotty with 6 bullets and with it's range plus reasonable 90 second drop spawn really played well for the testing that was done in team games. Mauler remains FFA, though no one really wanted to play FFA, the map is very versatile for that gametype.

MLG_KonArtist
03-30-2008, 05:29 PM
and thanks to kon-- your welcome... love the use of corner walls, I think status will love it.

Fritzster
03-30-2008, 05:40 PM
and thanks to kon-- your welcome... love the use of corner walls, I think status will love it.
Thanks for the ideas also Kon... wtf... lol... Status as of now we are in direct competition, your move.

MLG_KonArtist
03-30-2008, 06:29 PM
i was just messing with you-- when is your website going to be up? B/c I think that is awesome- forgehub is good for basic help, but the maps there are pretty bad. Also do you want to run some game later tonight? I would love to try your new map and I think I might be done with embezz v3 soon.

gruntchmpion
03-30-2008, 06:58 PM
u made my page look bad and ur little supporter helped ya out so heres my big flappin review.

first of all yeah ur map is balanced and i do like some of the mechanics but if ur an idiot and want to jump out of the map there are ways to like the wall glitch but why the f## would u want to if the action is in the map. alot of objects seem to be placed crappily. and there are alot of spots for campers. :( also the gameplay seems repetitive basically run and gun not run and think then gun. personally i think u been making a big deal of this cause ur always advertising the stupid thing in others forum jerk. anyways basically i give it a 7.5 out of 10. nice effort though
http://i252.photobucket.com/albums/hh31/gruntpower/untitled66.jpg

''u suc''

gruntchmpion
03-30-2008, 06:58 PM
u made my page look bad and ur little supporter helped ya out so heres my big flappin review.

first of all yeah ur map is balanced and i do like some of the mechanics but if ur an idiot and want to jump out of the map there are ways to like the wall glitch but why the f## would u want to if the action is in the map. alot of objects seem to be placed crappily. and there are alot of spots for campers. :( also the gameplay seems repetitive basically run and gun not run and think then gun. personally i think u been making a big deal of this cause ur always advertising the stupid thing in others forum jerk. anyways basically i give it a 7.5 out of 10. nice effort though
http://i252.photobucket.com/albums/hh31/gruntpower/untitled66.jpg

''u suc''

Devlin_Zaussome
03-30-2008, 08:38 PM
Sword doesn't work and is inconsistent. Mauler too weak for a map of it's cover and size. Custom powerup directly top center would not be a good spot for positions and set ups. So anyways, a shotty with 6 bullets and with it's range plus reasonable 90 second drop spawn really played well for the testing that was done in team games. Mauler remains FFA, though no one really wanted to play FFA, the map is very versatile for that gametype.
Hmm, it seemed quite overpowered in MM and would be ever worse with 110% damage. But I'm no expert map-maker and you tested it, so I don't mean to call you out or anything.

Great work. :D

MLG_KonArtist
03-30-2008, 09:16 PM
when is this site going to be up?

Status
03-31-2008, 12:15 AM
Tis a baller map, indeed.

But I guess I am now your mortal enemy.

Prepare for...

Statusphere 5,000,000

Status
03-31-2008, 01:01 AM
I do like it a lot... :: "AMAZING MAP"

I guess the oddball is in my court now, though.

Matrixx.J
03-31-2008, 02:36 AM
I really like the layout of this map. I haven't played any games on it yet (only had time for a quick run through), but it looks awesome. The only thing i really noticed was that on top Yellow there was no cover and I personally feel like it should have something, not too much though. I guess being as high up as it is provides some cover, but what about of laying down a barrier on each side?

Something like this: (sorry for how retarded this picture is)
http://aycu31.webshots.com/image/50470/2002504074549941101_rs.jpg (http://allyoucanupload.webshots.com/v/2002504074549941101)
The red spray = a barrier

But anyways, looks great, I look forward to seeing future versions of this.

The_FoLii
03-31-2008, 03:11 AM
This map is getting better everytime i play it...

btw good games earlier, figures you would win FFA on your own map lol

but yea, everyone should definitely download this map

The_FoLii
03-31-2008, 03:11 AM
This map is getting better everytime i play it...

btw good games earlier, figures you would win FFA on your own map lol

but yea, everyone should definitely download this map

Kamakarzi
03-31-2008, 06:47 AM
I don't know how you made an already amazing better, in my opinion this surpasses any other forged map on foundry and has set the bench mark. I really hope that it's recognized by Killa KC and thought about for the v5 settings instead of Onslaught, because I think the game play is much more fluent and controlled. Good job, if these are only .1 updates I can't wait to see Amplified v2!

death0300
03-31-2008, 07:23 AM
This looks great. I'll download it. Hit me up and we can test it out sometime in customs. GT is in sig.

trust b3trayal
03-31-2008, 10:33 AM
its look really good from what i can see. i'll dld it later and try it out

send me a f/r if u run customs on it later

gt - trust b3trayal

trust b3trayal
03-31-2008, 10:33 AM
its look really good from what i can see. i'll dld it later and try it out

send me a f/r if u run customs on it later

gt - trust b3trayal

trust b3trayal
03-31-2008, 10:34 AM
it looks real good... i going to dld it later when i get home

send me a f/r if ur running customs on it later

gt - trust b3trayal

MagicCarpet
03-31-2008, 11:05 AM
Best FFA I've played and by far better than onslaught slayer.
Haven't played flag.

Status
03-31-2008, 12:24 PM
I love MLG forum database errors.

Kamakarzi
03-31-2008, 12:45 PM
Sorry about the triple post, just played Onslaught on MM does anyone else think its broken? The spawns don't seem nearly as solid as Amplified.

Mavka
03-31-2008, 01:25 PM
i played this map for ffa slayer and flag last night.....its fast paced and finally is bringing back the good old fast paced play of middy....this map is fun and has a lot of potential, the only thing i would complain about is flag it just seemed a little off but i don't know why

but overall pry the best forged map, def the best ffa map

That-DAM-n00b
03-31-2008, 03:38 PM
Still the stuff I see from 1.2


the purple bridges from each base are geo glitched but not fusion glitched so they stick out on one side inside the base.

purple ramp needs to be lowered to allow access to the door awnings on the back of the foundry wall.

It wouldn't hurt to put two barriers on yellow 3


my advice with the SG, unless KC said do it, stick with what is sanctioned mlg weapons until he says different.

SaLoT
03-31-2008, 04:28 PM
Fritz i got to say well made updates fix alot of issues i did not like.. This is one hell of a map... i like the little roof tops on the ground nice look... So great job Fritz and zak..... Really good job!!!!

And to RELLIK PR ( Aka forge god ) you make me laugh!!!!!!!!!

P.S ---- I did run games on this map FFA and Team so you don't have to run your mouth no more k ReLLIK ? And also Onslaught is not money glitch......

zakboo
03-31-2008, 10:47 PM
Fritz and I did think about putting barriers on yellow 3 but they are just so damn fugly, so we might throw something else up there. As far as lowering the walls going up to purple 3 to allow access to duck into the doors, we could do it but we would have to redo the whole purple tower again to make it bump free, if enough people feel it's needed I might work on lowering it. Glad most of you like the update:-P

That-DAM-n00b
04-01-2008, 02:26 AM
Fritz and I did think about putting barriers on yellow 3 but they are just so damn fugly, so we might throw something else up there. As far as lowering the walls going up to purple 3 to allow access to duck into the doors, we could do it but we would have to redo the whole purple tower again to make it bump free, if enough people feel it's needed I might work on lowering it. Glad most of you like the update:-P


The reason it's necessary, even though it will be a lot of work for you. Is that currently, you can get under the awning on one side (blue) while standing up, you just bump your head a little if you are in full strafe, while on red side, you can only get under the awning if you duck. This gives one side an advantage. So it's an issue of map balance. Making it so both sides can glide in and out of the awning will balance the map and add a new dimension to the ramp as well.

I honestly want this map to be picked up, which is why I'm being so nit picky on you guys.

You know what part on the bridge from red and blue to purple ramp I'm talking about as well right?

Fritzster
04-01-2008, 11:37 AM
TDN, you are right, they are very necessary for even more balance and those little things do add up. They will eat up more time on top of more time. I have no problem tackling them though. It is being looked at and eventually fixed with other minor findings, I do have a feeling the Shotty is a little squirrelly in this map and will be told a no go, looking at it as well and play testing more. Keep the feedback coming!

IKeyworkI
04-01-2008, 11:39 PM
I'm going to play devil's advocate and just say I think Yellow is perfect as is. I don't think barriers are needed on top yellow for a couple reasons. I hate to sound like everyone else in the world, but if comparing this to midship, we'd all assume that Yellow would be the carbine side. Now I understand that Amp and Ship are completely different in a lot of ways, but they should basically play out the same. The purple tower is the power position, yellow side, while it wouldn't exactly NOT be a power position, is and should be the inferior of the two sides in terms of map control. As of right now, it has ample cover under the "roof", and I feel in this particular area, less is more. The barriers will simply make it so a team who, by luck or skill, could maintain too much of an advantage by taking over top yellow AND top purple and just dominate the map off the spawns. However, the lowered height and decreased view from maintaining mid yellow and top purple wouldn't be as dominating.

I'll give more feedback as I study the map more. Definitely my favorite of all maps. :-)

Fritzster
04-02-2008, 12:10 AM
Yup that's why Yellow is the way it is in this version - the floor uses ample cover already, adding "cover" with disrupt the nade points and power it already has. I am looking for another way to make nading points better though not sure ATM.

Thanks for your feedback, I sent F/R for your forge Iso.

edit: thanks for all feedback, theres always a way to make this map better :)

That-DAM-n00b
04-03-2008, 01:36 AM
I think even with the barrier there is a clear nade point off the back wall. even middy had cover on car 3, the two poles.

IKeyworkI
04-03-2008, 03:21 PM
I think even with the barrier there is a clear nade point off the back wall. even middy had cover on car 3, the two poles.


Barriers on their sides then! :-P

imPanic
04-04-2008, 05:55 PM
I'm not sure if anyone noticed this yet. You can late jump from Blue Base Tower onto Yellow three, but not from Red Base Tower. Or I could just suck at jumping.

That-DAM-n00b
04-04-2008, 06:06 PM
I'm not sure if anyone noticed this yet. You can late jump from Blue Base Tower onto Yellow three, but not from Red Base Tower. Or I could just suck at jumping.


Hmmmm, I'll check that one out.

That-DAM-n00b
04-04-2008, 07:38 PM
Ok, so I tested that, and it's true, you can jump yellow 3 from blue base but not red, definitely something that needs to be fixed.

imPanic
04-04-2008, 08:38 PM
If anyone is looking to run some FFA or 4's on this map send a f/r to PRS Panic. I just really want to play this map with some people.

Fritzster
04-04-2008, 10:04 PM
Yellow jump is possible late jump crouch up, even 100%, might be one thousandths of an inch off top yellow - and naturally foundry itself.

zakboo
04-04-2008, 10:10 PM
Yeah we know there are many small fixes that this map needs. Fritz and I are working on another "Pixel Perfet" version of Amplified. As of now we have the whole back wall on the docks redone clean and yellow is redone to perfection as well. Some changes will most likely occur as well. We'll try to keep everyone updated.....

Fritzster
04-04-2008, 10:15 PM
Yeah we know there are many small fixes that this map needs. Fritz and I are working on another "Pixel Perfet" version of Amplified. As of now we have the whole back wall on the docks redone clean and yellow is redone to perfection as well. Some changes will most likely occur as well. We'll try to keep everyone updated.....
Back wall and Yellow built again, "ampy fixy 2" in fileshare is not meant for playing, but demonstrates some percentage of the new "remodeling" - Zak's specialty in forge.

Endorsed
04-05-2008, 08:42 AM
Looks wicked, downloading now.

fabolousrmx
04-05-2008, 12:20 PM
Played a bit of TS on AMP 1.2 last night. 3v3 It was a bit to complex for my friends to get a grasp of the map. It was really tough to call people out on it. Anyway if anyone was to playtest on the map upgrades drop me a message.

WillysWonka
04-05-2008, 08:38 PM
this map is ridiculously amazing

KrAyZiE
04-07-2008, 10:11 AM
I hope MLG is looking at this map, and lots of others.

Onslaught ****ing sucks.

K1LLIONAIRE
04-10-2008, 10:57 PM
terrible ffa map

-ImplosioN-
04-15-2008, 02:33 AM
terrible ffa map

Ya, I really really don't want to offend anybody, but this map just doesn't play well for FFA. 4v4 is phenomenal though, can't wait for your pixel perfect version.

RELLIK PIR
04-16-2008, 05:33 AM
terrible ffa map

Not really ment to be an FFA map but I think it playes all right. Last shot and... God what was that map. Play really well for 6 man FFA. I have not done a lot of 8 man ffas in fear of spawns making any foundry map terrible.

-DaZe-
04-17-2008, 12:47 AM
Not really ment to be an FFA map but I think it playes all right. Last shot and... God what was that map. Play really well for 6 man FFA. I have not done a lot of 8 man ffas in fear of spawns making any foundry map terrible.
Probably talking about Exile. That was one of the best ffa maps i've played. Would've been sweet if it worked for 8 tho

MLG_KonArtist
04-18-2008, 03:53 PM
Probably talking about Exile. That was one of the best ffa maps i've played. Would've been sweet if it worked for 8 tho

Thanks-- exile was made for 4 man FFA. 2v2 and 1v1. As for
amp. Havn't played any FFA on amp yet. However 2v2 worked very well. I would like to try 4v4 on it and also ctf. If anyone is playing custom tonight- let me know.

runner ai
04-29-2008, 03:50 AM
how goes the updated Amplified?

iM_xZonKeD
04-30-2008, 08:22 PM
Fritz when are you gunna post the next update. Everytime i look to see what your doing your usually forging on Amp fixy's =P. Look forward to the fixes.

Mango221
04-30-2008, 10:28 PM
Although I appreciate that top purple is obstructed from both sides now, I can't say I appreciate the massive boxes hanging from the ceiling...

Is there another way to do it with smaller objects perhaps?

Its great, don't get me wrong...just a little too obstructive when shooting from either base to top purple.

-Mango

Status
05-01-2008, 02:24 AM
We played Amplified a few times at the Drummer LAN last weekend. Ran very well for TS, CTF, and Oddball.

MLG should pick this up ASAP.

Fritzster
05-01-2008, 04:56 AM
how goes the updated Amplified?
Let me just say I threw my controller in fits of rage (nearly broken anyway) a couple hundred times, knocked over some redbulls, almost hit HDtv...not lieing... there's been times where working off of multiple map saves just incase - incase it manages to fully erase an hours work only to find that I screwed up a geo glitch for the 10000x time to go back to the previous save to realize it failed to save 100 CC limit. b-b-b-b-b-b-b-b-b-b-b-b-b-b-bowlchit!

But I'm sure that everyone doesn't care about the time put into a map, and advanced forging - only that the map is good in the end. I'd be nice if everyone sees that, to stop and see the straightenessness of amplified with it's geoglitch nature it is in. lol... silly details, who cares about those. (Amplified v1.7)

Fritz when are you gunna post the next update. Everytime i look to see what your doing your usually forging on Amp fixy's =P. Look forward to the fixes.
There's been rumors that MLG is testing Amplified v1.6. Hmmm that's a mystery. As for my time spent on them fixy's I've moved on and completed those fixed's :P

Although I appreciate that top purple is obstructed from both sides now, I can't say I appreciate the massive boxes hanging from the ceiling...

Is there another way to do it with smaller objects perhaps?

Its great, don't get me wrong...just a little too obstructive when shooting from either base to top purple.

-MangoDon't worry slapping up a dumpster up there's always better... Cranes suck, but cranes holding sboxes is new hotness. Flying dumpsters are so 50 hours ago.

We played Amplified a few times at the Drummer LAN last weekend. Ran very well for TS, CTF, and Oddball.

MLG should pick this up ASAP.That's pretty cool you played Amplified in a LAN party. Did you play in splitscreen? I heard any foundry map looks better on splitscreen, glad it ran well.


Major Amplified updates are coming to a close, been a hell of a map even since the beginning. Though not leaving it at that... Minor tweaks might come into play, but who knows such things?

A mystery person told me that some mysterious rumors might mysteriously come true, but that mystery wont be reality until the mysteries of the mystery people... ahem testing with mysterious folk... fork up their mystery feedback to the initial mystery person to get back at me, mysteriously hard to communicate with to justify the rumored mysteries on the other side, but are mysteriously only using v1.6, not v1.7, holy jebbers mister, what a mystery!

Therefore, My work with Amplified v1.7 is in my fileshare. Forge that up a notch!

Status
05-01-2008, 12:18 PM
That's pretty cool you played Amplified in a LAN party. Did you play in splitscreen? I heard any foundry map looks better on splitscreen, glad it ran well.

Actually we played it on fullscreen. The LAN was full of good players who loved it, too. I heard to it referred to as "a giant Mcdonalds playpen" (in a good way).

I definitely see MLG picking it up.

Fritzster
05-01-2008, 04:40 PM
As funny as that sounds... well, actually that's pretty hilarious... lol

iM_xZonKeD
05-01-2008, 09:05 PM
fritz i really don't know how you do it. After working on a box for an hour in a day i just move on to the next thing and just hold off on it until the next day. Fritz after seeing you in forge foundry party details amp fixy very name after that i know you have put a lot of work into this map and i give you all the credit in the world. Any other in my opinion will get or is neater and has as much time put into it as Amplified. Amplified is teh shizzzy

-THRQNE-
05-02-2008, 11:23 AM
i love your maps

Absolute_Lethal
05-02-2008, 07:39 PM
Amplified has huge potential to be the next MLG Competitive Map.
-Absolute Lethal

runner ai
05-03-2008, 11:23 AM
Hey fritzster

Really enjoyed those games we played on friday. Finally got to play 4v4 and FFA on this map. I can finally say that this map is a beast and definately the best map on the forums. Just cant wait to see it in the MLG playlist in matchmaking!!

l8ers

MLG_KonArtist
05-04-2008, 12:54 AM
It seems that I’m not the only one inspired by statusphere.

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/33713933-Medium.jpg
Statusphere

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/33713974-Medium.jpg
Amplified 1.7

Or maybe its just a coincidence.

Status
05-04-2008, 03:19 PM
Definitely not a coincidence. ;)

Who isn't inspired by :bow: Statusphere :bow: ?

haha

runner ai
05-13-2008, 11:29 AM
hey guys do you know if this map is definately in MLG v5 settings yet?

RELLIK PIR
05-13-2008, 03:51 PM
I would die if any other map made it and this didn't

iixrooki3xii
05-13-2008, 09:13 PM
where are screenshots at

phlsphr
05-14-2008, 12:40 AM
Love the map!
=)

MLG_KonArtist
05-16-2008, 05:20 PM
v5!!!

Killa KC
05-16-2008, 05:24 PM
Congrats guys. Great work. :)

You might want to put the v5 version in your file share as well since it was slightly modified at the last second.

SweetApocalypse
05-16-2008, 05:31 PM
Can't wait to play it in v5.

fanatic66
05-16-2008, 08:34 PM
Congratulation! I can't wait to play on Amplified v5!

wcdd7
05-16-2008, 08:59 PM
grats guys. great work

Jackass_Jon
05-17-2008, 12:17 AM
Conragts on making v5 guys it is a great map!

iM_xZonKeD
05-17-2008, 06:36 AM
fritz and zak boo your million work of hours on this map as finally payed off. congratulations on v5

Fritzster
05-18-2008, 04:23 AM
Final v5 testing and release was awesome experience, thanks guys. Playing customs with good friends all weekend... and for once in months time - practically every other day, I am not worrying about team and forging updates.

Looking forward to gameplay vids.;)

That-DAM-n00b
05-19-2008, 06:54 AM
Do you think you could do FFA spawns for v5?

That-DAM-n00b
05-23-2008, 05:51 PM
fritz?

Fritzster
05-23-2008, 06:58 PM
I'm working on a new single version of amplified - updating it from what I have learned from the release, some characteristics of what makes asymmetrical maps good while keeping it symmetrical, spawns LOS in objective for symmetrical etc. - it's going to release it in a week, there's no rush finally. When I do finish it will not be official MLG, just my own upgrade for possible improvements, which I have found that some work.

Yes that includes FFA with my new version of amplified =)

I'll let you know soon TDN

That-DAM-n00b
05-27-2008, 01:33 AM
Thanks man I'm just biding my time waiting for everyone to set all these amazing maps up with FFA spawns and I'll do a huge thread in the h3 section when everyone is ready.

CyReN
06-27-2008, 04:03 PM
I will hate you forever for making such a map. Each time I see this map in MM I cringe.

HITtheLIGHTZ
06-27-2008, 06:51 PM
I will hate you forever for making such a map. Each time I see this map in MM I cringe.

Why don't you blame the person who put it on the playlist instead of the person who made it, it's not Fritz's problem that you have to play it.

ZoroSeerus
06-27-2008, 06:53 PM
Why don't you blame the person who put it on the playlist instead of the person who made it, it's not Fritz's problem that you have to play it.
Why are we blaming anyone for putting in a great map?

HITtheLIGHTZ
06-27-2008, 07:23 PM
Why are we blaming anyone for putting in a great map?

I wasn't blaming anyone, I personally like amplified but if someone were to complain it shouldn't be towards fritz or zac.

ZoroSeerus
06-27-2008, 07:28 PM
I wasn't blaming anyone, I personally like amplified but if someone were to complain it shouldn't be towards fritz or zac.
Ohh ok, thanks for clearing that up.

JD326
02-19-2009, 04:07 PM
anybody still have the FFA version of this?

ZoroSeerus
02-19-2009, 05:04 PM
anybody still have the FFA version of this?
If it's not on fritzs f/s than message him ,I've played it recently with him.

JD326
02-19-2009, 05:26 PM
i tried and i got no response, do you have it in your recent games

chozenlegacy
02-19-2009, 05:35 PM
I really want to see this map b/c of all the people on the forums saying its awesome but i when i click the link my fileshare comes up/

black_jeesus
02-19-2009, 06:09 PM
I'd just stick with making ignition.

TheEpicCiabatta
02-19-2009, 08:05 PM
I'd just stick with making ignition.

Congratulations, you just made a dumb comment in a super-old thread.

black_jeesus
02-19-2009, 11:18 PM
Congratulations, you just made a dumb comment in a super-old thread.
Maybe you didn't notice but a few people posted today right before me and also i've never noticed this thread before. I thought this topic was posted today not that long ago so my bad there. Just saying he should stick to his current project.