[SIZE=+3]Focal Point[/SIZE] Ok so it has been a very long time but I finally finished my maps that I have been working on. This map is very simple in layout. The asthetics are pretty simple but the interlocking is extremely smooth. I have spent hours testing and tweaking the layout in order to create the perfect flow. The hardest thing to get right was the weapon balance and placement. Red side is covenant weapons and blue side is UNSC weapons. This map I originally create on Foundry as an asymetrical map and shaped like a U. Once Sandbox came out I immediately began my work on Focal Point with the thought "Hey if I flip the layout of my other map, then I could make it symmetrical and shaped like an O" With all the new toys in Sandbox, I was thrilled to finally design what the map was originally intended to be. I hate high ledges, with a passion. They throw off game play because when you are looking up the people around you are blasting your head off and you cant see them due to looking up. I made the gameplay flow of high ground and ground level very balanced with this map. The ledges arent to high so you can still see ground enemies coming. The ledge has the heigth advantage causing it to be highly coveted. But beware of fusion coils, as they will blow you up, if an opponent targets one. The vertical battles between high and low ground are designed to be short encounters, but if you are up high and your opponent doesnt spot you then you have a great advantage. Weapons list: Br x2 carbine x2 needler x1 smg x2 spiker x2 sword x1 rocket launcher x1 (no spare clips) overshield x1 camo x1 shield drain x1 health generator x1 plays with 4-10 players Special thanks to: Equinox Blood Hunter Snipe Righteous Mista Tipsta L1 GhOsT IL Flaming Solid [SIZE=+3]Download Here[/SIZE]
Everyone keep in mind, this map is so old that ghost merging wasnt even discovered yet. So enjoy it for what it is, retro
Lol, spam Anyway, I find it very freaking awesome you made a sick layout with little or no interlocking/geo-merging, looks very beast. Just noticed this, but in several corners, there are wide-open spaces, is that bad for gameplay, or is that meant to be long-range combat?
spam really??? i get comments like this all the time...i commented on all his maps and i was too lazy to write an essay on the map. so yeah. go **** yourself
Dude calm down, and the map is 'awesomely' made even for an old map. The merging in the spots that were merged is extremely well done. Maybe you should make a V2 with ghost merging? you got my dl. great job!
No the open corners are deliberate. It is due to objective gametypes, which when you play them need more routes to attack the opposing team's base. Those lead to two tunnels under the bases and everything is perfectly balanced.
Clean map. Not much interlocking or merging. The layout is fairly nice. Not much to say about this map, all I can say is pretty good map. I see one camping spot. If you jump on those red or blue collums, then you can sit behind that fin for a quite while.
thats impossible without a brute shot. Dont worry, Ive tested this thing to death and have tweaked everything to my satisfaction.