It looked extremely big and confusing, until I saw the overview shot, this looks excellent. I saw you said you were focusing more on the gameplay rather than aesthetic features, but maybe a little more red/blue columns to show which side of the map the player is on because even though its smaller than I thought it was at first, its all very much the same brown color and can be confusing at times.
Sweet. Ill be honest with you. This map looks pretty friggin sweet from the pics. I just DLd and Ima take a closer look in person, but I will give you my first opinion. The layout looks great and seems to blend in various styles of gameplay. The aesthetics are great, without being all flashy which shows you care about the way it looks without taking your focus off of gameplay. I will say that the weapon choice and layout is a bit dull, but probably works. I noticed the weapons are mainly human based but I think a needler could be a semi power weapon with those hallways and long windows. I also would recommend adding some color, maybe not color collumns because that could be a pain, but at least some lights. You say you used Budget glitch with OLN items, well you have 2 lights in the OLN items. Use them. It helps it look better but more importantly it helps players recognize the map when spawning and playing and such. My last proposal from seeing the pics is the wall. It was already mentioned that you could nade jump onto the outer wall which isnt a big deal to me but there are alot of people here that have nothing better to do than exploit breakable maps. Plus, if someone can, they will break it. I will give you some more feedback after seeing it in person. So far it looks great and I cant wait to see it. Superb job on a great looking map. Get back to you later.
Great map, paranoia. You never cease to amaze me. Have you considered submitting a map to Atlas yet? This one may not make because it has escape potential (unless you changed it), but regardless, I'd like to see some of your maps make it into Matchmaking
Thanks for the comments guys. The map is not easily escapible. Who ever said you can grenade jump over the walls was wrong. The to ways where esacape was possible was to grenade jump onto the obelisks or to power drain jump the wall. Both of the exploits have been fixed in the version 2. Thanks for all the feedback received.
I've downloaded V2 and had a little forge around and a game with a friend and I'm pleasantly surprised at how well it plays. At first glance it doesn't appear to be a map tailored for halo, its quite angular and boxy but it flowed well and the weapon choice was pretty spot on though I would change the RL to 0 extra clips personally. A solid map paranoia, my one criticism would be that its nothing new and offers quite predictable battle situations. This is quite harsh though as its well made, well thought out and a good map all round. Another success!
heres a suggestion just turn the obelisk upside down with the thin part touching the ground edit: never mind you already solved it =] great job man! Im gonna go dl v2
Here's what I would say. I like the design, but I think you need to get rid of the stuff on your map. Having worked with budget glitches a lot I've learned from my mistake that you shouldn't have a huge budget used. A little budget glitch is ok, but don't go crazy with it. If you reduce the number of items, and _definitely_ remove the banshees and stuff. Also turn off the budget glitch by resetting the run-time max whenever you release it. Doing that and you should be able to play this with a lot of people, or people on split screen. Another comment is that it seems like you have a lot of extra stuff that probably isn't too important that you could remove and maybe get this thing under budget. I've been playing with it some and it seems possible You can definitely get this under budget. Probably with some left over to add more play areas. But you'd have to get rid of your surrounding walls Edit: I can help you make an Atlas version if you'd like.
Well after checking it out in person, I would take Mickraiders advice, but I would also work on all of that flickering on all of the floors. That can be very annoying, and distracting. Its a pretty good solid map and I love the way its laid out, but that flicker problem is a nuissance.
Having taken mick raiders advice im actually making a new version of the map. most of the outer wall has come down and im making some minor aesthetic changes too. i will also sort the flickering out too. thanks you very much for the advice, its nice to see someone comment and then come back and elaborate after seeing the map. thanks to mickraider too.