With a nice open floor space and numerous levels of travelling the radius of this circular map there are plenty of options of approaching the objectives here, again the open space makes for good snipe lines and tricky SWAT matches, the potential to dominate is there for those teams who are well organized and quick off the mark, but there are also counter-measures available to the team under the boot so in all I feel Radiant is balanced and entertaining. It hasn't been tested extensively but I'm planning on bringing it to the guild here. Weapons: Rocket Launcher Sniper x2 Shotgun x2 Needler x2 Magnum x2 DMR Frag x6 Plasma grenade x4 Vehicles: Ghost Powerups: Overshield The upper tunnels and ledges can only be reached using jetpacks. Forward defensive position. Ghost location and counter measure.
This map looks good, but it is a little too open. I you add a couple buildings/rooms or even just LoS blocker it will probably play better. Otherwise no one will go to the center of the map because they'd die instantly. You could also put some weapons down there for more of an incentive to go there.
I really like the idea/look of this from what I can see. The post could probably use a few more pictures though. Especially an overview shot to see exactly how large that center area is. It would help a lot. Good job though.
I completely agree regarding the pictures, I'm not quite sure how it evaded me to include an overview shot, basics really! - tsk tsk, I had every intention to make a circular map and I liked how it turned out so thanks for the criticism here, and for the first poster, I try to imagine all styles of play, and taking the armor abilities into consideration, I surmised that players would risk the open ground for the ghost, because of its potential to dominate down there, and that's why I left it so, to allow for that domination, the other routes round to each base keep players on foot safe from the wrath of the ghost, but if further feedback has the same findings I will change it sharpish!