I shouldn't even be surprised this is 343. If Im looking down a hall and all I can see are glares, it'll probably annoy me. Just try to keep it in reason, it's not a huge deal at the end of the day though. I'm not dq'ing any maps for issues like that
There exists only what is, and what is not. There is no right or wrong. These are not maps, but ideas. Become yourself
Do what every Reach forger would do... binge watch Quake duels. Go on Youtube and type in "Quake 1v1 Aerowalk", then rip off that map as blatantly as possible, and call the map not stolen but "Quake inspired". Failing that, look to Octagon for inspiration and build off of that concept.
I'm sure they'll be red vs blue Edit: I'm assuming you're referring to starting spawns? Respawn points should probably be neutral.
If I had to make a recommendation, I would say that spawns should be dynamic (FFA based). Even symmetrical maps can have dynamic spawns if you plan out your areas with proper map control. I don't want to completely rule out the use of static spawns though because depending on the scale and layout, static spawns could be very beneficial for a 1v1 map (ie. Sanctuary). In short it depends on your layout and how you want to orchestrate your battle encounters.
If you have the pieces, make an emissive piece that looks like a fixture, and then place a point light beside it. I never like using default light fixtures cuz they look so... default.
Can we build on any map? I was thinking of glitching out of one of the DEV maps in order to have a cool back drop
Should all three categories be weighted equally? imo I think art is less important than gameplay and design. That is, I would be much more likely to recommend a map with better gameplay and worse art than one with worse gameplay and better art. Maybe there can be winners in different categories, and also winners overall?