Look at this article: Bungie.net : ForgeWorld : Article You will need a second controller to test also, since you need at least one person on each team to fully enable the flag spawn and capture functionality.
Thanks MrGreen. Of course, it's obvious - I forgot the flag return points. I'll set it up and post a v. 2.0. Might be a good map for neutral flag capture, too . . . Hmm . . . many ideas.
Just so you know, the flag spawn and return points are one and the same. You just need one of those for each team, and they can be anything - a capture plate, a flag holder, a hill, or something else, so long as it's tagged that way. Oh and you also need a neutral one. I stand corrected about the two levels of your map - that makes it more intriguing for me to check out.
I downloaded it and I loved it... but I enjoyed even more when I slightly moved the cannons to face each other... and when people in the moongooses do an aerial crash it is PRICELESS xD
Yomilo, really glad you loved the map, that's great to hear. As for the man cannons, turning them to face each other sounds like a great idea . . . it makes taking a man cannon more risky. I like it. Something I might implement in my next map, too . . .
I walked through this on Forge just now and it looks pretty cool. The design is simple, yet effective. I think the lower level will add alot to the gameplay. it looks like people will face off in the dead center of the map most times, but the lower level can be used as a sneaky rout for objective games. Can't wait to play. God stuff!
In my experience play tends to spread pretty evenly through the map. I've loaded the ends of the map with spawn points, so there's a slight tendency for players to re-spawn there instead of the middle. Long-range firing accuracy is totally critical on this map, though. That's why there are DMRs right at the initial spawn!