Symmetrical 4v4 map. Supports Slayer, FFA, CTF, Strongholds and Oddball. Overshield spawns in the center ring for all gametypes except strongholds. Camo spawns on the bridge in front of the tower for strongholds.
I like your map, good work. The pictures do not really show off how good the map actually looks in game. I like the layout and the colors you have used with the stone pieces, its neat. This map has a competitive shape similar to old school mlg maps (midship/warlock/amplified) which i enjoy. Some considerations: 1. The rocks and flat pieces used on the ramps near beam rifle could be tidied up. They dont really seem natural and could use some blending. Seeing the edge of the flat grass objects is a lil weird. 2. Some of ur stone seems to be floating? The half rings used on the tower side of your bases as well as the sides of the tower have no support. Something made of stone would need support. Although i like the look of bottom mid, those pieces also look to be floating. I also wish the base 'porches' had a railing too! 3. Your objectives. Stronghold markers are typically seated below ground with only the top showing. but thats your choice. The flag position makes sense to me, but i would consider moving it or taking out the bridge to top center. With these spawns it could lead to a very easy flag cap. (Atleast midship/truth require a toss or skill jump) nah mean? Great map, looking forward to enhancements! will continue to download!
Changes. Added a rocky ceiling in the cave. Cleaned up cave ramps. Removed bridges from top mid to bases. Replaced them with boulders that require a skill jump. Sank strongholds into the ground. Added pillars to all points that would require support. Made a video.
Nice updates man. Looks great. rocks look much more natural. Structure architecture also makes much better sense. The last thing I was thinking about structure wise was Ramp from Bridge to Tower 3. Because it is so long and directly connects to bridge, it cuts across the path of the Tower 2 ramps. This makes the flow from Tower 2 to 3 feel a bit obstructed because it forces the player to jump over the angled part of the Ramp to Tower 3. Obviously not a huge deal, but it would be easier to navigate if this intersection did not force you to jump. Let me know if that makes sense! minor details! Overall, fantastic new version.
I played with opening that part up before but I decided to keep it as is. I like the cover from the opposing bases and the slight pyramid aesthetic it gives. Also, I wanted that area to play a little different than the rest of the map. From the blocks with the Battle Rifle you can jump on the ramp or jump and clamber onto the side ring. Thanks for the awesome feedback again! Much appreciated.
Its like a natural outdoor Truth/Midship Check out my glacial Halpit (Halo 3) remix if you get a chance!