MLG MLG Shallow

Discussion in 'Reach Competitive Maps' started by Mattfreitas420, Dec 15, 2010.

  1. Mattfreitas420

    Mattfreitas420 Forerunner

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    MLG Shallow

    2-8 Players
    Gametypes it supports:


    • MLG Team Slayer

    • MLG 5 Flag

    • MLG Oddball

    • MLG 5 Bomb

    • MLG Territories
    Weapons:

    4 Plazma Grenades
    4 Frag Grenades
    8 DMR
    2 Needle Rifle


    1 Rocket Launcher

    • No Extra Clips

    • Respawn 150 Seconds
    2 Sniper Rifles
    • 1 Extra Clip

    • Respawn 120 Seconds
    Armour Abilities:

    2 Jetpacks
    1 Evade

    Top Middle
    [​IMG]

    Bottom Middle
    [​IMG]

    Side Shot
    [​IMG]

    Back Shot
    [​IMG]

    Side Towers
    [​IMG]
     
    #1 Mattfreitas420, Dec 15, 2010
    Last edited: Dec 15, 2010
  2. rubuie5

    rubuie5 Forerunner

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    can you please give us a total overview?
     
  3. Joshimitsu

    Joshimitsu Forerunner

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    Looks good, i especially like how the rocket spawn is partially submerged :)

    Maybe you should delete the walls and roof so you can see the surroundings of forge world? Looks better and helps with player orientation.
     
  4. namebrand

    namebrand Forerunner

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    This looks pretty solid from what I see. The middle kinda looks like a simpler version of Narrows, with bases that remind me of BR tower on Lockout. Too many people overuse the submerged underwater concept but I think you got it just right with your rocket area. I really like the piece you built top mid for the evade pickup, and I like the jump-ups at each base. Plenty of dance floor on this map which is always good.

    One problem I think this map might have is that since there's a ton of cover at each base but not as much around the rest of the map, people might not move out of their bases as much. This wouldn't be a problem on CTF of course.

    It might also be too simple with not enough routes to get to each place.

    The side towers could use a lot of work IMHO. They don't seem to have enough cover. They appear to be lower in height than the bases, which means there's really no reason to go up there. I also don't like the piece you used for the towers. It's always better to build structures yourself rather than use pre-fab pieces that came with forge.

    The bridges you used on the side towers have been known to cause framerate lag, but this might not be the case here depending on your object density.

    The walls and ceiling on this map just look ugly and "boxy". They either need to be closed in to the perimeter of the playspace or they need to go entirely.

    The height of the ceiling down at rocket platform might be too low but I can't tell for certain.

    Overall I would say this map has potential that could be met if you make some slight changes here and there. What I learned when I built my map (Trepidation, it's still on the first page of the MLG board on here I think) is that you can always do things to improve your map. It's like watching Bob Ross (that hippie guy) paint on his PBS show. Just when you think he could stop and his work would be sufficient, he continues to paint and let his creation evolve into something better.

    If you keep working on this map and let it evolve into something better, I can see you having a really great creation on your hands.
     
    #4 namebrand, Dec 15, 2010
    Last edited: Dec 15, 2010
  5. HOBO ITCHY

    HOBO ITCHY Forerunner
    Senior Member

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    I like it...but what others said about the walls is true...they look too stark,compared with the rest of the structure.

    I'd recommend leaving the walls,but making a catwalk that completely rings the perimeter and is only connected to the rest of the map at the ends,where the bases are...with occasional sparse cover,so you're not a sitting duck,but not allowed free passage easily to the other base either...and I'd set it so it's a bit higher up than the rest of the play areas... I would then remove the cieling,gussy up the top edge with some purely decorative stuff...like... a series of 'Cover, Cranellations' ,for example,then put a soft kill zone up there in case someone is able to get there.

    This way,the walls serve more of a purpose than just keeping players inside.

    My two cents.
     

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