Unit My latest map, Unit. An asymmetrical team/FFA slayer fit for about 4 players. 8 players max. The theme is supposed to be a storage facility with plenty of storage-like aesthetics. For example, the shotgun spawn, located in an open storage unit, and the jump across the center near the lift, which is actually a mechanical device used for transporting heavy objects. In this case its a couple of support beams, which had unfortunately snapped off its cable. The crates layed out around the grenade launcher spawn are very handy for making a quick trip to the level above, also. For a while I had given up on the map, leaving it half finished forever. Until recently I had the energy to finish it. Well, I hope you enjoy Weapons: 1 sniper 1 grenade launcher 1 shotgun 1 plasma pistol 1 magnum 2 needle rifles and several DMR's placed throughout the map equiptment: 2 frag grenades 4 plasma grenades 4 health packs Pictures: ______________________
I am impressed, Robo. The map looks well made from the images, though I dont like your silent lift. I have many times not known there was a lift on a map due to it being made as yours is. Its just not easy to see. Maybe put a shield door on the wall so it becomes all blue or maybe some arrow (like a tin cup maybe) to indicate the lift better. nice work, the chain was done very well along with the rest of the aesthetics looking pretty good(Except in the second to last image you can see some door doubles, I find them placed strangely- the pillar is the middle of them goes 1/2 way to the floor...). if i get a game on this ill let you know how it went.
This map looks tight. good work dude. I like the aesthetics everywhere, but i do have to disagree with audience on the silent lift part. They are everywhere on reach and you don't need an arrow to point it out. Once you play the map enough you will know where it is.
But one should make a map available to first time players as well as ones who have played several times. Its fine if nothing is changed, but it will harm unfamiliar players who don't realize there is a lift. One should not cater to one sort of palyer- all should be given a fair chance and easily see what is on the map. If someone needs to be told of a lift or weapon rather than finding it themselves- it's too hard to see. I strongly believe this is too hard to see and that there is no reason for anyone to believe it is a lift unless they see the tiny red lines of the shields.
Ditto. But in this map its a little obvious due to the jump from grenade launcher and the railing guiding the lift upwards. The pit is an exception though. Only players who were familiar with the map in h3 would know that was there. Though it may seem a little hidden, most players who have played maps in the playlists recently would be able to judge that its a lift.
This map is very interesting. I love the theme and how good you showed it with you aesthetics. The only thing I don't like is the door double area with the beam in the middle and the teleporter. The reason I don't like the teleporter is because you can clearly see the bridge medium behind it and it makes that area look rushed and somewhat sloppy I would recommend putting a piece behind it that is only one solid colour so that way you don't see all of those lines and different colours. Great map though Robo
This map is pretty well structured. I like how you Put crates on the map most people try and avoid that while it makes your make more detailed without putting a hole in your pocket. Nice Job. Your Aquatint, Charles J. Stoot. "It is Luck that you Failed"
Yea due to the tight budget, the 5th picture shows the lack of a couple possible aesthetics... But overall, It plays better than any other map Ive made so far. Glad how it turned out.
Hehe, I remember seeing this from scratch, sorry for not wanting to help, I actually thought you where just screwing around and this wasn't going anywhere, but you proved me wrong. You have so many unique aesthetics, I like the broken claw/crane in the center, along with extra platforms to make certain jumps.Looks nice,kudos.
Great job on this map! I have seen it a couple of times but I wanted to get a look in forge before I commented. The floating platform looks really interesting and really makes you want to get on map ha, I like how it is used to get around kind of how epitaphs platform works. The structuring looks solid, I like how the braces break up the ligns of sight and look well structured to the map. The crates and crane are a nice touch too. This has all the makings and lay out of a great map. Most impressive
Well that map that we failed at remaking in co-forge sorta inspired the design in this map. As you know i was throwing random designs and you were pissed i wasnt going with the actual layout (i was just being stupid) and you deleted it lol. Then i just wanted to put my idea in an entirely new map.