Hello Forge Hub! I have been working on a map that started as a joke and has actually been a lot of fun to make and play on. Z Fighting is a backwards Z shaped map. It' has 3 levels of play area and is almost completely symmetrical. There is a tunnel that goes all the way from one base to the other as well as an overhead route that has you flying over the top using man cannons. Lets just do the screen shots, shall we... Overview Looking down the runway Red base and Blue base look the same Another look down the long runway I took more screen shots but there was some kinda upload error, so this is all I can get up here right now. Good enough for a preview I think anyway. I hope to have this polished up and posted soon. Tanks and wraiths for looking and have a great day :happy:
This isn't a bad start, but I can see a few issues. The design is very interesting though to say the least, reminds me of a certain S shaped map... what was it called again? Anyway, problems I see are: –The center will be a choke point, as it gets very skinny and must be passed through no matter what. The center needs to be larger with some lower down and higher up paths to block lines of sight, which will allow more people to move through the center without being forced into the same confrontation every time. –It's generally agreed that pre-fab building parts look boring and unoriginal when simply set on the level like this. The originality of the map is taken away by the bunker box's and tower two story's sitting around on the map. The bases themselves also seem lacking of design, having a few random parts thrown onto them. As long as you understand where you want players to go in these areas you should be able to craft original, interesting bases with other parts. –The areas on top of the coliseum windows are extremely open and high up, allowing for your team to control from up top with DMR fire. Having only one skinny (and rather too steep) ramp up also makes it un-attackable, even with the gravity lift it won't work well. I would can the roof and make a platform for the man cannon below, focussing on the main area players will fight instead. –Careful with long lines of sight; the main road and long block pathways are both far too long and will promote long range DMR or sniper camping. It will just not be fun trying to cross these, so use of height variation and more intricate cover than crates and stunt ramps will be necessary to make those paths viable options. –Finally, be sure to give your vehicles a good circuit, as now they may have trouble turning around at each base. Widening the center of the Z will help here as well, giving two real paths to drive instead of one. For the center ramps don't use anything that will make the vehicles jump, as landings can really screw up the match if they go wrong. Anything between 10 and 20 degrees is good for driving, and no greater than 30 degrees for walking. I think with some work this could be very interesting, a different take on the S or Z concept. Hope this helps!
Thanks for your interest and detailed feedback. I have noticed some of the issues you mention in play tests and I am glad you are pointing out these things in a clear way. My budget has been stretched quite a bit so I will have to get creative to do some of the suggestions you made. As is the map does play surprisingly well considering I started making this as kind of a joke. I have played several 4 vs 4 matches with some friends and it was a lot of fun, but there are things I am not pleased with yet for sure. the middle isn't great, and the pre fab buildings were just me being a bit lazy. I do want something more interesting there, I can build interesting structures if I put my mind to it. Thanks again and I hope to get some of these changes made soon.