This is a Sniper map Ive been working on for awhile now. I havent created a Slayer gametype for it yet but im sure that its possible. This is my first post so im sure I did something wrong and thanks in advance for any feedback/criticism I appreciate your time. Enjoy!
I think you should add more pictures man. The kill balls on the bottom look interesting but i dont really like it. Might give it a DL later and let you know what i think
Looks way too overcomplex and campable. The lines of sight are way to open and long. The kill balls are just an instant turn off. There is little cover. The piece usage is sporadic and shows inexperience. You've used quite a few prefab peices. The list of problems go on and on. Frankly I'm going to be a truthful prick. I'm sick of noobs commenting on noob maps saying that it looks cool. This map isn't good by modern reach standards. Look around at some other maps on this site. See how others have gained success. Take some inspiration and make something worth posting.
I'll have to agree with these points because most of them are the truth, but don't be discouraged, everyone starts somewhere. In the future try to avoid using so many bridges. They are narrow and don't give enough room for player movement when they are in a firefight. You definatly need more cover, but because your map is basically just bridges connecting multiple platforms it wouldn't be easy to do. When your making the map make sure you can't see from one side of it to the other and if you can throw some sort of structure in between to break up that LoS. Honestly, the killballs don't look good. Too me, they are just a lazy attempt at aesthetics. Try to throw in somethings that's different and really stands out compared to other maps. There are a couple of things that are wrong with it, but like Kaos said, study some of the featured maps and learn from the things the creators did in their maps. Continue posting your maps though. Feedback from others is always helpful.
Hey good for you for making your first post! However, like the above above comments say, there are a few flaws. First and foremost, like they said, is the layout. I agree with what they said, but I'd like to explain why. Maps like this with floating platforms and heavy chokepoints into each base will naturally have a trench warfare type of feel to it. Like you said, this is a sniper map, so what probably will happen is each team staying in their respective base shooting at one another from afar. Any attempt to cross the center platform will be instantly punished by sniper fire due to the low amounts of cover. This makes objective games nearly unplayable. I won't bother you about aesthetics, I'm not much of an aesthetic forger myself, I always try to focus on gameplay. I see a receiver node in the near base, and a man cannon to the middle. I can only assume that you put the sender node in the middle section. This creates a one-way street scenario, also bad for objective games. In CTF, you could take the following rout easily: Home cannon->middle->sender node->away flag->away cannon->middle->sender node->home base. Very little fighting will be involved in that. In the future, just keep these things in mind when creating your maps. Not bad at a first attempt though, keep on trying!