Near every piece serves a specific purpose for either accuracy, functionality, or just straight up cleanliness. I maybe could part with a few pieces, but if I ever finish the Forge World version I'll get the best of both. As far as I'm concerned, the Tempest version is finished. Thanks for the great reviews everyone.
My thread is old, and this is a double post, however, I have a necessary update for 3 variants of this map and I want the community to know about it. If this is a problem, I will accept all consequences and not repeat this action ever again. A long overdue update: Cyberdyne (Classic Variant) - Added missing red initial spawns to Headhunter and Territories - Raised height for Safe Area Boundary so it couldn't reset objectives after going through the lifts. - Moved some kill barriers for a friendlier way to keep players in the playspace - Aligned a few pieces for better visual symmetry. Cybernet (Vanilla Reach Variant) - Fixed a kill barrier error near rocket hall. The barriers on the wall wouldn't kill you, but they could reset objectives. - Raised height for Safe Area Boundary so it couldn't reset objectives after going through the lifts. - Moved some kill barriers for a friendlier way to keep players in the playspace - Aligned a few pieces for better visual symmetry. MLG Cyberdyne - Raised height for Safe Area Boundary so it couldn't reset objectives after going through the lifts. - Moved some kill barriers for a friendlier way to keep players in the playspace - Aligned a few pieces for better visual symmetry.