Proximity So close and yet so far away... The main concept for this map is to have two bases that are right next to each other and to taunt both teams. This allows a player to be on defense guarding their own base while simultaneously helping out the offensive members of their team by offering support fire. Sky Pictures Spoiler The flags are just out of reach to jump from. (I know what you're thinking. Grenade jumps don't do the trick either.) There's a Beam Rifle in the high hallway. Main Floor Pictures: Spoiler Entering the Main Floor. The Crypt Pictures: Spoiler Entering The Crypt. I understand that there are a lot of things wrong with some of the playspaces. In my opinion, the Main Floor is too simple and The Crypt space is too large. I'd like to consider this a rehearsal for a rebirth in Reach. I'll be making a small, in-your-face version plus another larger, vehicular version, since we'll have vehicle teleporters. If anyone has the power to get people together to play decently sized matches (with or without me), I could use the playtesting to track down the true problems in this map. Download Proximity
I honestly have never seen a map that takes place on all three levels of Sandbox where you can roam free(i have played on infection maps like this where you are enclosed)!
Well I would recommend interlocking your objects, it looks pretty sloppy because of this, surely its not the worst map lacking interlocking but I would recommend it for future maps.
Name's taken... (Rifte Gifle's semi-recently featured Proximity.) Anyways, it seems that there just isn't much on the main floor and the crypt.
Doing it detailed across all three levels is difficult and costly (I would know I'm kind of making a map of a similar kind.) You'll need to heavily test this because the main floor and crypt do have limited pieces and you want to keep the flow going in this type of map. I'll give it a closer look.