Lord Terrax XII Curse of Curves is an aesthetic map that is also very playable. It is a two leveled map although about 90% of gameplay will probably be on the bottom floor due to the lack of cover and space on the top. This was one of my first maps that I put in more than a couple hours on and it was made about 5 minutes after I found out how to interlock so it is not the greatest but it is still fun. On the side of the map by the weapons on the wall there is a room with cannon mans in it and they all face toward the door. There are two ways to get to the sword. Go around to the left or jump over them. I prefer jumping but going around provides a little more cover. The tunnels are mostly one way but you can squeeze through by crouching and going to the sides. The citadel at the back of the map is good for cover but if you are camping in there with the hammer take note that there is a roof top entrance. There is a room that you have to destroy the grav lift to get into and then take a cannon man to get up... The cannon man doesn't always get you up and a lot of times will shoot you back into the room. There is a tunnel on the right and a just for fun little fan thing made from signs. Also there are steps leading to a rocket launcher and the doublebox open leads to a teleporter that takes you to the flame thrower. This is the room and you can hit the wire spool to block the doorway. This is one of the tunnels it has grenades inside. Overview that shows the upper level that isn't really developed but its there. This is the citadel. It is pretty much a weapon stash/ camping area. It has pallets in the middle of the roof that can be broken to drop in. The weapons that are pretty much the deciders in this map and the room with the sword in the back. So as I said it is very basic and one of my first but I think it is worth posting so here it is. Download Curse of Curves Edit: So I did what everyone said I should and I made the weapons on the wall have only 1 or no spare rounds and upped the respawn time. To make up for this I added other less uber weapons around the map. I fixed the cannon man problem and the escaping the map problem. I also have a weapons list because it was requested so here it is. Weapons list: x2 Battle Rifles x2 Shotguns x1 Sniper x2 SMG's x1 Needler x1 Brute Shot x2 Rocket launchers x1 Spartan Laser x1 Energy Sword x2 Grav Hammers x1 Carbine x2 Maulers x1 Fuel Rod x1 Sentinel Beam x2 Machine gun turret x1 Flame Thrower This weapon list is for V.2 but it is very close to V.1. Download Curse of Curves V.2
its not horrible, but it could use some work, if you post a v2 with cleaner interlocking, and maybe some geomerging, then i'll dl.
first things first. nice interlocking and things like that. looks like a fun map. on the downside, there are WAY too many power weaopns on the last pic. if the respawn timewere higher and spare clip settings were lower, then that would be a different story. mabye a weapons list would help? all in all, id give this a 3.5/5. keep on forging.
ya i agree with him^^^ armories and camping areas are usually avoided in maps because its unfair and unbalanced once someone controls it
Some of your interlocking could use some work, but I think it is good for the most part. You say it is playable, and it is, but I would suggest removing many of the power weapons. Also to prevent camping I would get rid of the shield doors on the citadel. However this is a great early post. Nice job buddy.
looks easy to escape the map, and after that explination, i still dont get it. wats its aesthetics take after?
this is one craaaaaaaazy map! it has a very interesting design with a lot of odd features. looks good for some not-so-serious gameplay
I would change those weapons on the wall. That looks like an armory, which causes bad gameplay. Also, it needs some cleaning up in certain spots, like the wall bridge. You couldn't just walk cleanly across. It looks good enough, but you should make a v2.
There are wayy to many power weapons in the second photo, and in the first one it looks easily breakable
I think I'll just put the weapons on the wall with no spare clips and a 45 second respawn to clear up that problem and take the hammer out of the citadel so it doesn't become too much of a camping area. As for the wall bridge it is very rough but I'm working on other maps at the moment so I won't be getting to fixing that for a while. I'll post a fixed map in a couple hours.
i dont really understand how this is an aesthetic map but whatever the design of the map i think is very good for starters a v2 with interlocking would make this map really really good 3.9/5
I agree with mostly everything everyone else said, but a good map doesn't need geomerging. And I'm not saying that just because I'm crap at it. It's nice and useful a lot of times I've used it but I've seen a lot of maps where a box has been geomerged into the wall for no reason at all, other than to say that it's been geomerged.