Pier Forged by n3rdness (Insert watered down backstory here) Fantastic! Now that we've got that out of the way let me start by saying thank you for making it this far into my post without immediately scrolling down to indulge in screenshots or taking one look at my rank and closing the page from disinterest in my nubcake ways. This map was actually completed somewhere around two months ago, but I just couldn't find any time in my daily schedule of emptiness to actually type up a description in Word and craft an entirely new siggy tp promote. (Insert clever pun here). HAHAHAHA. Now let me refill my (insert alcoholic beverage here) so we can move on to specifics. Pier was started with the intention of giving a combined feel of Halo 3's Guardian and Construct, but ended up taking on a style all it's own as I continued to create, revise, and test. I attempted to capture a verticle orientation, changing gameplay and forcing users to keeps a watchful eye on their motion trackers as well as where they tread, lest they fall to the jagged rocks below. The map itself is crafted with rotational symetry in mind, and supports all your standard competitive gametypes. Weapons - DMR x4 - Shotgun x1 (Spare Clips: 1, Respawn: 120) - Sniper Rifle x2 (Spare Clips: 0, Respawn: 120) - Rocket Launcher x1 (Spare Clips: 0, Respawn: Never) - Frag Pairs x2 (4) - Needler x2 - Plasma Pistol x2 - Plasma Pairs x1 (2) Screenshots As always, this map is still up for correction, so if you DO happen upon any durability or kill boundary issues, or if you have any suggestions, please notify me. I may be a nubcake, but that doesn't mean I don't check my threads regularly, nor do I hardly never like to use double negatives. Oh god, now I have a headace AND I've gone off topic! (Insert closing pun here). Also, for those who were wondering, This is NOT my submission in Frozenlynx's $5000 Budget Contest. I have an entirely different construction in mind for that. And on that note, I shall bid you adieu, while pointing out that a download would be very much appreciated. Now if you'll excuse me, I'm off to read some sophisticated novels while listening to classical music. Cheerio!
I worry that the pathways around the map limit player movement too much. The fact that the pathways are built largely out of bridge pieces with the railings facing up means that any movement perpendicular to the walkways has to be achieved by jumping, and hoping that there is another walkway beneath you. I'll to take a look at this a bit later, so that I can give more constructive advice.
I actually did begin constuction of this map with the bridge pieces turned downward, but decided against it after a few playthroughs since most of the users, had a tendancy to walk off the edges while attempting to strafe. While it does look like I simply threw a bunch of bridges in and called it a map, a lot of thought went into it and it flows suprisingly well. I do thank you for the feedback, by the way.