Hey guys, About 2-3 months ago I posted my first serious attempt at a map, named "Magma Mine Alpha". If you haven't seen it yet, then here is the original topic: http://www.forgehub.com/forum/reach-casual-maps/137911-magma-mine-alpha.html After two and a half months, I decided to continue improving the project. I started before I took my long break. I came back to it when I returned to my xbox. So far it came out very well and I am happy with it. What is different about MMA and MMA 2.0? 2 new additional areas have been added to the map -There is a storage room for a direct standoff/holdout type of area. Players enter it right after the lava room. It is small enough to be realistically sized and large enough for the humans to have just enough breathing room. -There is also a heli-pad with a falcon waiting for those who clear the level. The lava room is now easier to navigate through. -Area is brightly lit and easier to see. -Rocks have been replaced with bridge peaces (to simulate a broken bridge that leads to the next area). -Should be more flexible for players to move around as this should solve the 'too difficult' and 'too small' complaints. Main lobby has been tweaked. -The 'emergency light' (which happened to be a "press here to commit suicide" button) has been removed. -The white light has been re-positioned to make the area brighter and easier to see. This should solve all visibility problems. -Imrpoved aesthetics The underground Gametype has been tweaked -There will be an 'Underground 2.0' for a replacement. -There will be 2 alpha zombies instead of 3, due to the zombies being overpowered. -The custom power up traits have been fixed, however this is still being tested and will be determined at the end of testing. Teleporter timing has been tweaked. -Very minor. It is a bit faster paced and it is to help the rest of the map function properly. -Balanced for both humans and zombies. Pics, yes the quality isn't the greatest: Whaddya think? Feedback is much appreciated!
I played the first version of this in a couple of my BOIC lobbies. It was pretty enjoyable but I only got past the first room once (I think I was the only one to do this). I think the teleporter took a bit too long to spawn, we could not hold off the zombies long enough. Adding the broken bridge to the lava room is a good idea, the limited walking space made it really difficult to survive. I think you could put a bit more effort into the heli-pad. By the looks of the rest of the map you should have a good amount of budget left to make a more interesting looking area. Try using 2x4 pieces and some decorative pieces instead of a platform XXL for the actual heli-pad.
that was my favorite part! I like what you have done with the environment, but the block in the back of the room in the 4th picture seems a little out of place compared with the coliseum wall, could you use a brace large?
Look like a good enjoyable map, I love the cart and track, realy nice touch, I must ask though....... What were these pictures taken on?? haha apart from that though the map does look well thought out etc P.S. I would've loved the suicide button i like pointless things
I was frustrated with this map when I first played it because of how cramped it was and the difficulty of the Lava room. But now that that has been changed I am actually a bit excited, which is odd as I am not a regular infection player. I agree that the heli-pad could be better, but of course that is but an aesthetic concern (not that those aren't important.) Hit me up some time, BIOC may convert me to infection yet.
Now that's always nice. You should join my lobbies sometime (BIOC or just casual), I know some maps that could turn you into an Infection person.
Thanks for the comments! I will probably make a topic for testing either today or tomorrow. Stay tuned!