Map Title: Tetraphenia a tale of two strategies Download Map Description: skybox map rotationally symmetrical supports all game types recommended 2-10 players FFA and team slayer The map essentially is a series of tunnels and connect 5 landmarks, the center structure (Hammer spawns on bottom, Camo on top) and the 4 sniper towers. Close quarters combat dominates the tunnels, the upper level is the roofs of the tunnels, is more open and caters to mid range and snipers, however, the tunnels also provide several sneaky long lines of sight. There are a lot of power weapons on this map, but it seems to play better when everyone gets one. 1 Camo 4 Sniper 2 Shotty 2 Brute shot 2 Needler 1 Hammer 2 Mauler several BRs 2 Drainers 2 Regens 2 Bubble shields frags and stickies Download Map
Not bad I like the style although you could of made better use of merging to improve the smoothness and I think you should add some more flooring because I could see a lot of people falling off in gameplay. Overall 3/5.
I like it a lot. It looks like something somebody could get lost in. Only thing I can see being a problem is the Gravity Hammer. It's a tight map so someone could just patrol the small pathways and make it very hard for the other team to kill them. I'm not positive though. I couldn't play a game on it, so it's possible that it can work. Also, because there is a lack of walls, someone with the hammer could easily knock people off. Replacing it with maybe a sword or shotgun would be better.
grav hammer and invis seem dangerously close...i dont know how that would work oout on such a cqb looking map.
If you'd have played the map, you'd realize that the only way to get camo is over the top, which isn't easy, so if you can get there, you've earned it.
I kinda of liked the look of the map but the majority is just a plain and simple pattern of tube Ys. There's some sloppy forging as well and some bumps.
Great idea with battles ontop of the tubes and inside them, but the sloppy forging brings this down. Additionally there are too few ways to go from the tube to the upper level, and i dont see a single ramp to the upper level. If you fix those problems it could be a great map.
Actually, there are four ramps to the top of the tubes, anyone who even did a forge through would have noticed that (which begs the question how you are able to judge the sloppiness of the forging), and jumping on top from the walkways in the corners is easy enough, so that 8 more easy ways, plus a few more trickier ways. Please at least forge through the map so that your criticism is actually useful.
Sorry I just looked quickly because I was helping someone else with a map so I only noticed two of the ramps. By sloppy I meant the smoothness of everything which is mostly sharp corners at various angles. These are from the Forge Dictionary. Sorry to burst your bubble.
Just play the map, and please be specific with criticisms. Yes, there are tunnels, thats kind of the point of the map, but there are very few 90 degree angles (really none since even the tube corner has an angle for banking grenades in to dislodge campers). And if you'd played the map you'd know that there is plenty of flow to and from the top and bottom layers, none of the "jump ups" require multiple jumps.