Hello guy, I've started my first MLG map and I wanna know what you think about it. I give you 2 pictures : Weapons list : -1 Sniper - 2 clips - 150s - Drop spawn -1 Rocket launcher - 0 clip - 150s - Drop spawn -1 Mauler - 1 clip - 120s -4 Carbine - 2 clips - 90s -9 Battle Riffles - 2 clips - 10s -4 grenades - 30s -4 plasma grenades - 60s Thanks for all your advise ! Spartan45kill
I actually really like it. It looks like it would create really smooth gameplay and it looks appealing to the eye. Please PM me if you need any help testing it!
wow! great L.O.S's in this. I like how it isn't too crammed, and also isn't too open either. Just right. I can see some good, solid gameplay here. I cant wait to see this posted so I can take a look at it. Good job
Hoyl crap, theses are looking even better now. i really like pic 4-5. The white light makes it all really great. The interlocking is really good. I'm also liking the look of the center area. What weapon will go there?
add a column or arch or something inbetween the sticking up ramps in the centerpiece. that would bump up the aesthetics i think. and if wood fits in the center area than i would recommend that as flooring, it looks better. and is there a jump from pink balcony area to the center piece? that would be cool. and carpet merge some grass either under the bases or in the pink structure. if you dont know how to carpet merge just search it. the only reason all i am suggesting is aesthetics is because the gameplay looks solid, BTW.
This looks pretty good man. You seem to know what your doing. If it's possile, add one more layer of double walls on each corner to really make sure it's not escapable. You would think that 2 1/2 would be tall enough, but people can do some really amazing things to get out of maps. Looks great so far.
There is no way to quickly get out of the map without a gravlift so just do not place one on the map. People could do a series of jumps to get out but that is not really possible in an actual game, and the skinny walls would be hard to stand on. Lights floating in the open give a cheezy appeareance so just merge them entirely inside a block or wall. Also please edit your first post to include the new pictures and if you have placed weapons add a list.
It's good, but I have a suggestion. Make those ramps bridges to the top mid. Similar to Onslaught, It will play much better.
Great map but for the yellow post you could just put one custom for the reppert not three its to a lot . I really love the base and the purple post . For the name search everywere for a good map name .
Thanks for all the feedbacks ! I add the pictures in my first post. I also give you the weapons list : -1 Sniper - 2 clips - 150s - Drop spawn -1 Rocket launcher - 0 clip - 150s - Drop spawn -1 Mauler - 1 clip - 120s -4 Carbine - 2 clips - 90s -9 Battle Riffles - 2 clips - 10s -4 grenades - 30s -4 plasma grenades - 60s Up, new purple middle : Do you think this is better now ?
It is a very appeasing map, good to the eyes and seems to have a smooth layout. It has a competitive style but is set for MLG which is good. Staircase/walkway = i love it. The green area around purple is great also, having the 2 jumps to get up to it from the main floor will improve the game play alot. Too make an truly good mlg map just remember this. Jumps jumps jumps, a good mlg map has more than the basic entrances and exits from bases and to power weapon positions. Keep your main walkways but make sure to add jump up's. The key behind a good jump up position is this, does it acheive my advancement into the enemy base? Is doing the jump worth the exposure? And does the area really need a jump? When making them or revising your map ask your self those questions and it'l be an excellent map.
It looks pretty cool. Looks amplified/onslaught based, but not that much. I love the aesthetics in this map. Very clean. I would like to add on to this. The jumps he is probably talking about are called tactical jumps. Tactical jumps shouldn't be obvious to find. If you are trying to make an obvious path, do not force to player to jump. In the last picture you showed us, you have these objects right below the grassy area. They are bad because they are obviously there to get you to the grassy place, yet you must jump to get up there. The only exception to this whole rule is to make players jump as a risk, and then reward players with a power weapon or good tactical position if they make the jump. Now that that's over with... I would add a way of getting from purple to top mid so the other side doesn't get crammed with people. I also would take out railings that restrict movement. The railing in front of the bases can probably be taken out unless you really want them there.
Yeah haha i meant Tactical jumps, but the jumps to purple as you can see are meant to force the player. Their open in a sense so it'l be harder and the player will have to make a choice. A. use the jump B. be a noob and take the safe way haha. Those little stone pillar objects sever a purpose of a tactial jump the ones to the right of each base. So the railings won't make that much of a difference. Also they seem to be just above the floor so you won't be able to crouch behind them will br'ing cross map.
Maybe remove your purple light to but a Over with a camo for doing purple power up ( Its more MLG ) . Keept doing change for the best gameplay on your map .
What is the safe way? Without jumping, you would have to walk across a large portion of the map just to get somewhere where you should be able to get there quickly. The reason you should limit jumping is to make it easy to move around for players that are new to the map. Besides, if you place a ramp, a player can choose to jump on it to get up quicker or just walk up it.
With a more direct path, aka a walkway the player can move about only fixing his/her attention on the surrounding area knowing their back is covered. With jump's the player has to take into account all angles and what is around them. Therefore in most cases (unless the walkway is in the skybubble and has now back wall) the walkway is the safe way of moving about.
Quoted from http://www.forgehub.com/forum/halo-forge-discussion/45539-nastys-tips-good-map-design.html