Absolutuion 'Fight in the ruins of an ancient forerunner structure...' This is one of my maps that im working on. It is hopefully going to be a Slayer FFA map with multiple levels and walkways. This is the map after around 2 hours of work. (ignore some of the random floating items, they're ghost merge leftovers) Overview Archway and small structure Middle level walkway Sniper Spawn and man cannon if anyone has any tips on improving the map so far and ideas for what i could add, plaes share.
Its pretty hard to give you tips and feedback on this map because theres not much your showing us, but i did notice that the walk way to the sniper is not merged very well to the platform. I really like the design of this map so far, If your forge with everything merg and smooth it would look like a pretty badass map.
I've actually built something very similar in design with the pillars out of the sand like that, except it was mainly for aesthetic purposes. But for tips... I'm not really sure what the map looks like or what you're going for but I know you're going for a FFA map so; 1.) Make your map flow from every direction. Try you best to make it so manuevering your map is smooth and most parts can be easily accesable, this is mainly to make camping pointless and too make it so finding your opponents is easy, for fast paced battles. 2.) Spread the spawns around. Put thought into your spawns. Make it so spawning anywhere doesn't have to many disadvantages, you can also "counter-balance" advantages by, say, making this spawn over there have high ground, but doesn't have an easy path to power weapons (sniper rifles, swords, rockets) and this spawn over here has easy access to power weapons but offers less cover and so on. Make it so the player is fine spawning anywhere you place him. 3.) Take your time, a delayed map can be forever good, but a rushed one can be forever bad. If you don't particularly like the way you ghost merged something or interlocked it, don't say "it's good enough", redo it. You will over all be much happier with the results and so will the people who play your map. For instance most of your ghost merges look slopy, take the time to redo them and pre brace them or just focus on every little rotation. 5.) Don't use steep ramps. It's usually better to go with less steep ramps for gameplay reasons.
thanks for relpying guys. its nice to know that you sort of like the map. i am going to re merge parts i just need them to do other bits there. not all the walkways are finished so it will be neater