This map took me about three days to complete because i had to put it with the game types. It was hard because i didn't know how to do it but i figured it out. I didn't use that many weapons because its a small map. These are the human weapons i have on my map. 6x DMRs 1x Rocket Launcher 2x Mounted Machine Guns These are my covenant weapons i have on my map. 1x Energy Sword This is a room that i created out double windows so you can see your enemies and there is a upper level. This is what my map looks like from the corner. I had two sniper towers but they were to powerful, so i deleted them. In the middle of the map is a grassy center with a energy sword in the middle. This is the blue base. This is the red base. This is a tunnel i made so you can get out of battle quick and on the top is a rocket launcher.
Sorry dude, but this post must have imbedded pictures for all to see... not just click. It'll be locked down is for don't fix it soon. Check out This to see how. PS: Nice Avatar. Do you listen to Avenged Sevenfold a lot?
This map looks like a bunch of random structures put together on a map for no well thought out reason. When making a map that you're going to post in the Competetive section, you need to follow several criteria. 1) During the creation of your map... Take several steps to ensure its playability. You should always start with a rough sketch of your map on paper, or on some modeling software. After you know what your map is roughly going to look like, you can begin forging it. Always take into cosideration what actually makes sense in a map. Adding whatever looks cool or feels alright at the time might not actually be what's best for your map. One of the things I first noticed about your map is that there is almost no cover on the bottom floor. This forces all battles to be at long range, causes people to do insane camping in the relative safety of their base, and makes the turrets (which I'm assuming you left at a 30s respawn) rape every player that goes through that side of the map. A single playtest with competent players would have shown you all these problems. This brings me to my next step: 2) Test your map. Then test it again. This is arguable the most important part of making decent competitive map. You should always playtest your map before you post it. If you ask people to test your map for you after posting it, they likely won't. If you simply don't test it at all, they won't even download it. The obvious flaws in your map will be appearant to anyone who has even remotely studied what makes maps work. Can't get a decent testing party? Then go one-on-one with you brother. Anything, anything at all, is better than spewing out an unpolished, sometimes even broken, map. Well, there's a crapload of other stuff I could mention, but I feel it would be easier to just give you some links. 3) Additional info and help: General: ~Map design theory~ ~Making competitive maps~ ~Competitive maps in general~ Spawning: ~How to set up spawns~ (might be outdated for Reach) ~More up-to-date spawn guide~
I completely agree with HarisSales1996, the only thing I would like to add is that you shouldn't use too many objects from the "buildings" section and build your own buildings