Cyan Cyan is a symmetrical map designed to bring out the fun of Classic 1v1 Slayer. This map has interesting elevation changes to spice up the game play and a balanced weapon set to maintain a fair and fun game play. To enjoy the full potential of this map, I suggest using Classic Slayer. Weapons 2x plasma grenades 2x needle rifle 1x plasma rifle 1x concussion rifle 1x drop shield 1x health station Now for some pictures: Changes from version 2: Added Concussion Rifle Plasma Grenades moved Health Station moved Gravity lift moved Covers removed Teleporter removed Removed Dmr I would like to know what you think of this map, feedbacks and suggestions would be nice. Download and enjoy, but most of all........remember to DOWNLOAD
I really do like your forging style. You always stick with a single color, and hold true to it through your entire map. You've just earned yourself a fan. Now onto the map itself. I can't really say anything about gameplay because none of my friends are online to play with. If my friends get on later I will be sure to give you feedback. As for the aesthetics not much I can say other than I really like it. For the layout it is quite simple (a good thing), but you have definitely spiced it up with the tac jump and lift. One question though, why did you make your map specifically for classic slayer? Were you just tired of regular slayer or wanted your map to be different from the norm.
Well, I like Classic Slayer cause people would pick up armor abilities, so the armor abilities become power weapons....somehow. And the drop shield matches the theme of the map, blue. [br][/br]Edited by merge:
I think this looks interesting, but I really would like to see more than 3 pictures of the map. I cannot even get close to an idea of what the map layout is like. I do like the blue color scheme for the map, as it adds good color to all that bland gray. It also looks to have some nice aesthetics. You'll have to invite me for a game on this sometime. I love DMRs', so we're going to start with them. AR's suck.
The map does look pretty good, but there were some problems I noticed when testing this with Soul Slasher. The spawns were bad about 50% of the time, largely due to the tiny size of this map. I almost find it too small for even a 1v1, really. I didn't like that there was never any downtime where you checked the time on a power weapon or had to put any effort into out-playing your opponent. It was just constant ARing and tele-camping to moderately-difficult-to-defend top-mid. Plasma nades right next to health pack was questionable. I'm running away/low on health and I need to get this health pack. Oh hey, some plasmas too? Man, being out-shot and barely getting away sure is rewarding. I think you have the start of something cool here though. The aesthetics were decent and I liked the lift being used as an indicator that someone had used the tele-porter (though that actually ended up hurting this map because it made it even easier to camp). I think you should try re-making this map on a larger scale. When making a 1v1 map, try to make it about the size you would a 2v2. They're fairly interchangeably and that way you don't get a map that's too small, as I feel you did in this case.
Okay so I am back with that feedback. I must say I really do like gameplay on this map, it was very enjoyable. Though every five kills or so there would be a pretty bad spawn. Such as the one time you directly spawned in front of me about four feet away. Now I am away from my xbox so I can't look at your spawn set up, but if you used just spawn zones (not weak) this could solve the problem. Simply because as far as I know if an opponent is directly looking at a spawn in a spawn zone they will not spawn there. Other than that I found you should bump concussion spawn up by thirty seconds, I think it spawned just a tad bit too fast. In regards to the plasma grenades spawning at health pack. I didn't really find it a problem in our game, because it at times it could help ease the pressure your opponent was exerting on you (in chases). Though I do believe you should up the spawn time on the stickies 30 seconds is I don't know just too fast for something (that I consider) powerful. Now for the good things. Despite the small size and simple layout the lift and tactical jump really did add an extra dimension of gameplay. So great job on that. I must also say classic slayer on this map is great, the shield really did act as a power weapon. Overall the map looks great and plays great, with just a few flaws that can easily be fixed. If you ever need a tester or feedback feel free to invite me or pm as I truly do enjoy your maps.
You shouldn't reward players for running away. The health pack is already its own reward. Also, the spawn time for nades on just about any smaller map (or any map at all in my opinion) should be at least 45 seconds, up to 60. I'd go with 60 on this map. And regarding the spawns, I'm almost certain it's the size of the map that's the issue. There simply weren't enough safe places to spawn. Your opponent could easily predict where you'd spawn in most cases.
Fast post is fast. I had fun playing this - there was so much balance and nice aesthetics. I really want to play on classic slayer, so as 8bow over there said invite me to play sometime.
This map looks really nice. The aesthetics are top-notch, and really say "THIS MAP IS BLUE". My only complaint is that you might use the Braces too much; they kind of clutter the map. Nonetheless, it's a good map, and we should definitely play it after we get a legit match on Tangerine.
This is still always cool every time I look at it! I love the color scheme it keeps throughout it. Also game play runs smooth! Simple way of saying it is that this is epic!
I dont want to bring downb the vibe of this map, but durring gameplay it was an eye-sore to have to look up to the upper floor while being in the middle, and its heigh-variations are a little too much for me. Seems really close-combat yet it encourages DMR play. Its mixed emotions and it anoiyed me while gameplay.
Well, after downloading this map and playing a quick 1v1 I decided I would leave some feedback. I will start with the positives. Positive: I love your choice of walls. Using the platform XL's and keeping the blue color scheme throughout the map really brings your map to life. I love the lower portion of your map, it has a very fresh take and the gravlift is a nice addition. Although I do wish it did not push you into the top of the ceiling. The tac jumps are also a nice little addition, although I did not use them but once. Negative: I would say my biggest complaint would have to be the size of this map. It is just too small even for a 1v1. Honestly, it almost felt like the octagon with a few walls set up. Spawning also was a major issue, although it was the size of the map and not the system. Also, the layout in general was basically a square outer walkway with a loosely connected bottom area, which can result in stagnant and predictable game-play. IMO, 1v1's are not just about weapon skill, it is also about how well you can traverse a map. Which means that there should be several paths to approach your intended objective, which in this case is your opponent. Creating these alternate paths will extend the life of the map, and also make for more interesting encounters. Closing remarks: Well, now that I have said all that I will leave you with my closing thoughts. I hope you do not take these criticisms as a personal attack, or me belittling your map. That is not my intended purpose. In fact, I would have never even taken the time to tell you my concerns, unless I thought you were on to something. I honestly believe that this map could be much more than it is. I would seriously think about keeping your orginal idea, and adding to it. Maybe add a couple more ways up to the top from the bottom, and expand the map to add more rooms and level changes. I do believe you should keep the basic design though, and if you want to add me on XBL I would be more than happy to tell you what I think. Anyways, keep up the good work and I will be looking for your future maps.