After some lengthy play testing, as well as some feedback from other players, I decided to essentially re-do the layout of this level. The changes in this new version are pretty significant, as it is basically an entirely different level while retaining a couple of the key aesthetic elements from my first build. I'll try to explain the major overhauls here, but there are too many to list entirely.
The basic layout has shifted from 3 disconnected platforms (one for the main hall, and one for each ship) to 1 larger t-shaped platform. Now getting to and from both ships is possible without relying on gravity launchers, ground pounds and long narrow bridges.
I've reduced the verticality of this level by removing the three-tiered platforms in the main hall, and making the level as a whole less complex. Now the main hall consists of just two levels. I've added several bits of cover, from blocks to forerunner-y statues to make engagements more interesting on this lower level. I've also moved the Hydra Launcher back down tot his lower level to encourage movement throughout the level. The damage boost has been taken off its weapon pad and moved to the very front of the level.
On the top level, I've changed the Sniper Rifle to a Binary Rifle (just for the sake of adding a little variety to Sniper engagements) and I've made it so the only way to access it is by using the gravity launcher located near the cliff wall side on the bottom floor. The weapon pad itself is located on the top of the level, but completely out in the open. Near the landing zone for the gravity launcher, I included a few bits of cover and a battle rifle. The idea here is to create a risk / reward element to picking up this weapon. The top level offers the best vantage point in the level, but also leaves you completely exposed.
I've also included a sort of weapon loadout table near both of the ships. Right now it spawns in all game modes, but I'm thinking about making it only spawn in a custom game type (probably team slayer) so that you have the option of starting with a BR, DMR or SMG.
Overall, this is a pretty massive overhaul to the level. Since it is so drastic, I've changed the filename of my older version to "Cliffhanger - OLD VERSION" and uploaded this new one as "Cliffhanger" In the description for the newer version, I've labeled it as [OFFICIAL VERSION]. From here on out, any current/official version of my maps will always have that tag somewhere in the description. At some point soon, I expect to remove or delete the old version, but since this is still a work in progress I didn't wanna remove it just yet...You know, in case I totally screwed up the whole map
Please let me know what else I can do to improve this level! To help with feedback, here's a few goals I'm trying to work towards with future versions:
- turning the platforms where red / blue ships are docked into legit bases / power positions rather than just spawn points
- building out / improving on the docked ships. I'd like to add some scripting to create opening and closing doors / ramps as well as some extra gameplay incentive for going inside the ships ( such as spawning a shield, being able to trigger an explosion on the level, raising or lowering bridges, etc).
- striking a balance between verticality without making it easy to lose enemy players in the level
- maintaining the basic risk / reward concept of going for the Binary / Sniper rifle without making it too OP or too easy to defend against.