XEL’VOK Created by SEVEN7H sparq Map Description A MUST PLAY. Clean. Tested. Balanced. All play styles. Indoors. XEL’VOK is where the forerunners watch the games from atop the chamber; a blast to make, I’d love to play this map or I wouldn’t have made it. Its clean. Good lines of sight. Each area can be attacked/defended from multiple angles/locations. Balanced. Great spawns for free-for-all, objective, and team-based play. A MUST PLAY. Enjoy. blue side; neutral corner topographical view full spread center view towards back red base side lane partial center blue front mid-side description XEL’VOK is where the forerunners watch the games from atop the chamber; a blast to make, I’d love to play this map or I wouldn’t have made it. Its clean. Good lines of sight. Each area can be attacked/defended from multiple angles/locations. Balanced. Great spawns for free-for-all, objective, and team-based play. A MUST PLAY. Enjoy. [br][/br]Edited by merge: how can i make specified image for this post. sorry, im new to forge hub...
Several issues with this map. 1. Making it on the colisium floor is usually not a good idea. Usually provokes people to used premade structures, which is a big nono. 2. The map had no real build. It seems to just be a ton of pieces thrown down. I would suggest making a map with either natural inclination, or building a map out of all the pieces bungie gave us. Sorry i am brief, as i dont have much time.. Anyway, keep forging and looking at other great maps and you will get there.
i disagree with you. this map looks great its simple and looks smooth for a free for all. it looks like a great map with plenty of space for dmr battles and strafing. looks great. some people have a limit of good taste dont listen to them.
Simma down bro, there's no such thing as "good" taste, only your own taste. Which you can never "run out" of, because it's yours, that's the whole thing about reviewing, you have to try to look at it from a neutral perspective, not your opinion.
@ Flexy did you actually play the build or just review the pictures. i wholeheartedly disagree. the structures are unique. none are pre-made bungie buildings and the coliseum floor is the perfect spread for the acute acreage laid out in XEL'VOK. i'm guessing you haven't run the gauntlet or tested the clean lines of sight via an actual game or your reply would greatly vary. as for your #2 follow-up comment, clearly the pieces were "thrown down" -that is, in a unique style, ascetic profile, usable tech structure, hierarchy of weapon placement, spawning, and flawless lines of sight, attack positioning and defend-worthy depth and flow. perhaps you should take a closer look and a lesson on how to actually forge a map. lastly, there have been only 2 downloads, and as per your disheveled commentary, clearly neither of them are yours. thats all to the rest of you, enjoy the build.
Ok, so I like the layout of this map, but I too dislike the location. The coliseum just seems very monotone to me. I think this map is a good example of gameplay over aesthetics. If I were you I would move it to a grass location and enclose it. This would add a more interesting look to your map and would add some variety of height to the ground. I also am not the biggest fan of sniper towers and would love to see you do something more unique instead. Just an opinion. Remember it's more important that you like your map than we do. -Atlas
pictures i see your POV atlas, rather, i see what ur saying in terms of the dimly lit coliseum (sort of). but what some see this way, i view as part of the theme. the providence and design of the map is exactly as it presents, a gladiatorial coliseum for the ages where onlookers can view the bloodsport between spartan and elite combatants. there is a great deal of ascetic value within each area of the map and within the vistas contained therein and the dimly lit playground lends itself nicely to that end. [br][/br]Edited by merge: the pictures dont really do the map or the flow of play, (weather objective, FFA, or slayer variant) justice. you really have to dwnld and play some games on the build before you are able to take in the full scope and complexities of the build.
If the pictures don't so the map justice I would include more. The problem is at the current state, your map doesn't present anything unique. It may be cleanly forged, but the map doesn't have anything we haven't seen before. The layout may flow well, but you have a map with separate structures that feel very disconnected. Hence my suggestion of moving the map. It would give you opportunity to present some unique aesthetics and use natural terrain to compliment the maps flow, making the building feel more connected.
revamp @Atlas- while i appreciate your position i cant help but feel you havent actually played the map and/or spent time beyond running around as a single unit. take 8 polayers in and play some games. the layered and unique structure and flow of the map is precisely engineered as per the intent of the build. there are separate buildings, yes, by design, but they are ALL easily accessible from any approach (unless specifically designed to deny easy access, re: power weapon, objective gameplay, etc.) the main side bases are richly defendable from all sides yet attackable from any angle making for a rich and fair experience. the center "neutral" structure provides great transitions and the rear "neutral" base/structure provides supreme lines of sight, quick teleport access cross-map and ascetic beauty, while sharing the same qualities as the rest of the build. [br][/br]Edited by merge: moving the map would leave only change the fact that grass would be below ones boot instead of coliseum floor and the build as a whole is very connected, actually, regardless of what path you take or how you approach any given structure, situation. [br][/br]Edited by merge: i will be looking at some respawn times, specifically for the "evade" which is currently on the map; i will also be looking at replacing the "evade" with "drop shield" too. once i figure these aspects out ill post updates if needed and new links.