View Full Version : Why do people like Triumph?
AN10N
09-22-2008, 01:08 AM
Personally I think it is a terrible map. If this map ever got into the Circuit then I will have lost all respect for MLG decision making. It doesn't flow well at all, there is terrible placement of weapons, the custom is in horrible spot and the spawns are terrible. In my opinion I don't think that any gametype works well on this map. I guess thats only my opinion about the map, but why do other people like this map so much? Post your thoughts...
Allowat
09-22-2008, 01:10 AM
I agree i find it really bad just like you. Yo you should add me and we can be haters togethor
GandalfTheGrey
09-22-2008, 01:12 AM
I agree im not a fan of it but i do see why people like it.
Zanno
09-22-2008, 01:45 AM
triumph is a pretty good flag map imo, slayer is OK and i don't really like it for anything else
triumph 2.0 is going to have some massive geometry changes so i don't think we should judge it yet
JD326
09-22-2008, 01:51 AM
wow just wow
Triumph is a beast map thats all i got to say.
R0B dont listen to these kids they dont know what there talking about
XzampleZZ
09-22-2008, 02:54 AM
whats not to like? the spawns are fine and the weapon placement is great. and v2 is even better. it should be in mlg
ssshakedown
09-22-2008, 03:28 AM
triumph is a pretty good flag map imo, slayer is OK and i don't really like it for anything else
triumph 2.0 is going to have some massive geometry changes so i don't think we should judge it yet
I'm kind of disappointed in where Triumph went. Once Rob went out of town for that month, more and more stuff kept getting done to it without him, and it kind of mutated and I don't know if I like the "newer" versions as much as I did the original one or two.
-NaStY-
09-22-2008, 10:47 AM
I don't want to insult Rob, and I certainly recognize the amount of work put in to making this map work. But to be brutally frank:
Triumph is basically a bad Pit clone. The Pit is already a poorly designed map, but it works well enough (relative to other Halo 3 maps) for flag. In general, The Pit has some interesting geometry arranged poorly such that most of it is irrelevant. There's no center ground to fight over because the two bases are "looking in to each other". I don't see how Triumph innovates or solves that problem at all. Creatively speaking, the map copies almost every aspect of the Pit within the confines of Foundry. And gameplay-wise, there's nothing added that really helps - the no-man's land center ground is even smaller, tight corridors are tighter, and because it's on Foundry you have the lag issue.
I just don't see why this map should stick out above many other great maps. Again, just my honest opinions - no disrespect to everyone who has worked on it.
Zanno
09-22-2008, 03:01 PM
I don't want to insult Rob, and I certainly recognize the amount of work put in to making this map work. But to be brutally frank:
Triumph is basically a bad Pit clone. The Pit is already a poorly designed map, but it works well enough (relative to other Halo 3 maps) for flag. In general, The Pit has some interesting geometry arranged poorly such that most of it is irrelevant. There's no center ground to fight over because the two bases are "looking in to each other". I don't see how Triumph innovates or solves that problem at all. Creatively speaking, the map copies almost every aspect of the Pit within the confines of Foundry. And gameplay-wise, there's nothing added that really helps - the no-man's land center ground is even smaller, tight corridors are tighter, and because it's on Foundry you have the lag issue.
I just don't see why this map should stick out above many other great maps. Again, just my honest opinions - no disrespect to everyone who has worked on it.i don't really agree with you on that, the way the L in training, sword bridge, and the windows of sword room are all set up is pretty well designed. long hall+needler is certainly not set up poorly either. plat->green is basically the geometry of plat->needler at a 90 degree angle. i think your main complaint is that there's no firing angle from base to base on most of the map. we've seen from vod that the map is pretty conductive to both aggressive gameplay and standoffish setup gameplay.
the object of pit, as far as i can tell based on vod and gameplay experience, is to control the other team's base. if you do that they tend to keep respawning separated. not every map has to be about controlling the center, and honestly locking down long hall and green is pretty damn important.
MLG_KonArtist
09-22-2008, 03:31 PM
well you could go read 20 pages of comments in the triumph tread. That might be a good place to start your project. Most people just like the fact that it used all of foundry. It's the real first attempt in awhile -------someone has made to make a competitve map that dosnt block off the Bungie bases. People were looking at different designs options on how to make a competitve map that plays well. Most forges have thought that bigger is better, and a larger map would lead to better spawns. That isnt the answer, read the post on map design, that is what leads to good gameplay.
Sorry if this is hard to read-- I type this from my phone:)
The_Raging_Beast
09-22-2008, 04:37 PM
IMO triumph is a EXTREMELY well forged map, and i enjoy playing it. it just depends on the type of player speaking fun-wise, but gameplay, i never noticed problems. just a few with spawns
Smoke1Drank9
09-22-2008, 10:05 PM
Lockdown and Hype should be the 2 maps in the mlg playlists triumph is kinda stupid.
II-ROB-Il
09-23-2008, 02:04 AM
To clear some things up. There is only v1 and v1.5 of Triumph that i have worked on. All the others are peoples that have slightly modified while i was in california juts for testing purposes from there POV's then they posted comments/feedback on the v1.5 thread. ( I had some of my friends doing these tests while i was away to make less work when i got back)
Now im working on v2. Ive been working on it since i got back..Just little bits every day. There are a few changes that deffinatly are 10x better IMO ( and some others that i have given some sneek peeks to :P ) Ive been pretty busy during the day and not really feeling like forgeing during the night so this is why its taking so long to finish the final things. But just keep your eyes open, im not setting any dates cause i dunoo when ill get it done, all ino is it should be soon.
And for you haters out there. No worries its impossible to please everyone in the world, i dont exspect you all to like it. For thoes that do thats great. When V2 airs keep up the feedback and well see what we can do.
:)
BFP_StiCky
09-23-2008, 03:30 PM
People like Triumph because it rapes your babies at night. :-x
-Ender-
09-23-2008, 03:49 PM
It's really unique and for the conditions it is built under, it runs pretty good. The things that really kill it for me are:
1. the Foundry wall which chops off half the map and takes half the strategy of playing on the map with it
2. there is very little "certain" cover; most cover is just scattered across the map in the form of barriers and signs, rather than walls which give real protection, not peek-shotting cover
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