This is map is not available anymore, but a redone version is here: http://www.forgehub.com/forum/reach-competitive-maps/123813-reconfigured.html It is now called Reconfigured
I really enjoy how you did the drop down to the rocket spawn, but the map needs some work. You have a lot of open sight lines on your map. You need to add some cover to those walkways. also you may want to add something to make the map feel like it belongs in the environment. I had the same issues with my first map until some members helped me understand what needed to be done. If you need ideas check out my map fountainhead, the original version was up in the air with little to no cover, so you'll see what i did. Good Luck!
This map has potential, but it lacks structure. Try adding some more structure to the map to improve gameplay. You wouldn't want everyone running around in the open all the time. Also, I know this isn't the aesthetic map section, but would it hurt to add SOME aesthetic appeal to this map? I do however like that you made a curved gravlift tunnel, that is very creative. Like I said, this map has potential, just try sprucing it up a bit. Don't take anything I say into offense, it's just my opinion. Goodluck on future forges and welcome to Forgehub.
THe map is an interesting idea and I think it could be good if you could fix parts ofthe map...first of all height is an advantage so whos o nthe top has the advantage so I would make the map with more levels, more cover, and switch out the bridges with different objects...the long hallways also are not safe and could use a more organic shape to make the map more playable...the center looks fine but could use more cover still...the map has some nice aesthetic values but could gain some from making more objects and varying the use...
Yeah, walkways are really long on this one. I'd have a problem with that because I like to get to action quickly, or in a decent amount of time. I see people killing you with a DMR before you can do much about it because of the movement constraints on the bridges.. (cover looks like an issue too) just a first impression from the pics. Will give it a download. Looks good otherwise. [br][/br]Edited by merge: I've noticed it's easy to fall off the edge and not know where you're going to be when you do. Putting up some rails would be good, just in the right spots, have people choose to fall down to the next level where and when they want.. I think it'd help gameplay. Also some weird clipping on sections of the bridge close to the island. Maybe putting some braces on the bridges for cover, and or tunnels. Sword and shotgun seem useless at least for the top half of the level. Right now I'd only use jetpack on this level. I think what you've got is a sniper map and the layout is good for it.. players need to be able to get from one spot to the other though without constantly dying, which is what I think will happen. Reminds me of Halo 3 construct, which is an excellent sniping, mid to long range weapon map. Keep up the good work!