Well I'm glad you at least considered it. While I still don't agree with it, I do respect your decision. I'm just reminded of Assembly, even though the layout is simple and symmetric, by making everything 1 color with very little distinction between the bases people had a difficult time learning the map and often got lost or disoriented. During most people's custom games they pick a great variety of maps and most people may only play each map once or twice. If they struggle with the layout they won't have a good time which is why so many people dislike assembly, even though I enjoy it now that I don't have to rely on visual cues to learn the map. Now I realize this isn't a very fair comparison as your map is asymmetric so players will be able to orient themselves based on their surroundings once they understand the map. I know it can be hard to give up certain elements of the map that you are fond of. On my recent map there was a certain area with a series of jumps. Many many people loved them and thought it was a great idea, but a few people felt the jumps to be gimmicky and unneeded. While I personally loved the jumps I decided that I would rather not alienate people from my map due to my own views and instead converted it to a walking path that benefits gameplay, but goes against my original theme. Hopefully I didn't create any bad blood between us as I still am fond of this map. I'm just expressing my opinion on the matter as I've spent a great deal of time analyzing visual cues and other elements that help players learn their way around maps.
No hard feeling at all. I understand your views and appreciate the feedback greatly. I did take it into consideration, but after many peoples opinions I have had only 2 people say they dont like the solid red, and about 15 that like it the way it is. With all of the rooms being different, we found it fairly easy to recognize the areas you spawn in. Thank you ever so much for the input though, its nice to see people in the community that actually want to help out instead of "Great map 5/5".
Whoa, this looks like an indoor Guardian. Smooth interpl0x, unique layout, nice differentiations in floor height, that badass attackers base, from the pics, it looks like this'll probably be better than mine! Cant do an extensive review right now, but when I get home, I'll edit.
Hey, glad I popped into the forum to come across this! The design is great and you and vorpal saint did a great job working things out. Interlocking and getting the flickering is a real pain. Do you have a good solution to it, such as picking up and dropping the object going to be interlocked, not using double walls, etc.? If you have any hints drop by and write on my wall or respond. All right then, onto the map... Love the window design and I know as well how frusterating it is to lower them. The design you made with wall halves looks great as well as the several sided column. I really wish I could have came up with both ideas because they look beautiful. I don't have any complaints about the room being empty. I also appreciate the line of sights. All this brings me to say the words, Ill download.
I stick with "This is an amazing map, wonderful forging." I also think that you get 5 stars for making a spawn system that isnt epic fail. Recently I realized how every map featured, and every single matchmaking map has OMG spawn, and Ive been obsessed with that. I noticed how this map is the only one with great spawns and it has lasted on the front page way longer than any other map. All of these things combine into a lesson for everybody to learn; Dont ignore your spawns. Good job on your map.
Zombievillian, you continue to impress me with your smooth interlocking and well balanced design. I enjoy all of your maps, and like how they work with almost any gametype. Please, keep 'em coming!
Wow, this looks very good! I love how everything is perfectly interlocked and how everything is so clean. Reminds me of blackout. I'll be sure to download!
No, this isnt glitched, I just used all the budget. LOL. I plan to submit it to ATlas one day for team doubles, even though it may be a lost cause.
While i'm not a fan of room to room play, this map still looks great. But as some people said its kind of just a bunch of plain rooms thrown together. Like conquest but with little direction. It prolly isnt the best team map, but it looks like ffa would be fun. Prolly Oddball. Anyway, well-forged map, just too close combatish for me 6.5/10 (Side Note: I know about half the people on this site hate MW2, but anyone who has the new maps for MW2 and has played Carnival would prolly agree that the gate by the oddball spawn looks just like the gate in Carnival by the rocket ship.)