Thanks! It was coforged with Cheapbox v2 and we've had a bunch of great suggestions from Blaze. It was designed with the classic style 'Mythic' settings we have been playing in mind but it could probably play some solid default H5 doubles.
Epic hasn't released a public sharing method yet. I'm not talking about a fancy 'content browser' like Halo, we literally get nothing. The 12 digit 'island code' system is currently in beta by a handful of community people, not something everyone has access to. Obviously this is less than ideal but until 'island codes' are publicly available, this is how we have to run our first contest.
Hmmmm..... Didn't know that..... If that the case then I'd probably would have made it just an art contest then rather than something that judges gameplay. I don't think it's a good idea to give the pretense that the contest will judge gameplay when without testing maps its hard to establish credibility
Unshun/ Oh man I just watched Bird Box... Now I get all the memes and everything but damn, I had to go hug my daughter and tell her I loved her bruh. Reshun/
Here is a better update on my treehouse inspired map. The first 3 just show spots around the map and the last one is a nice overhead showing the overall layout. I'm planning on it being a strongholds map with the strongholds being in the bottom-left, middle, and top-right, all in reference to the overhead picture.
This is looking interesting, there's something very neat and old school about the way this map is built to a grid pattern of floor tiles. Is it intended for specific custom settings? If this is designed for standard Halo 5, a major criticism you will probably find is that most of the map feels too open and offers little cover for players to work with. Maybe try placing large rock pillars that rise up between some of the paths to break up sightlines or something to that effect. Perhaps certain bridges can be supported by columns that'll offer cover to the levels beneath. It's good practice to consider how the very structure of the geometry itself provides cover, rather than perceiving cover as something to be 'added' after the map is outlined. Otherwise I'm really liking the clean simplistic nature of how this is built! I wish we had larger trees that were really thick so we could truly make some Endor maps!
It's going to be standard Halo 5 settings. As I was looking at the screenshots last night, I was starting to think about turning all the little rails into walls and making it an indoor map. There'd be way more cover that way and I'd remove walls on bridges so players can have more options when navigating the map. I know big trees would be amazing! I was trying to add a whole bunch of small trees together to make one big one on this map and it didn't turn out the way I wanted.
Here it is with walls instead. I still need to put ceilings in obviously and make a couple changes here and there, but I think I prefer the overall map with walls. What do you guys think?
Maybe try some bits with walls and some bits without. May I also suggest scaling down the map a bit and bringing some of the paths together so players can traverse between them.
^ this There's too much segregation with the walls. It would be best with a mixture of open and closed sightlines. At the very least I would open up lines of sight through these areas: And in this area I would eliminate walls on at least one of the sides. I think it would be better off if there were no walls at all here. Maybe some raised terracing with trees instead.