First of all, lets all hurrah at the return of online file shares. Then let's get to business. This is Cliffhanger. It is a symmetrical 4v4 map that makes use of the natural terrain in Forge World in a similar way to the forerunner's style in the Halo campaign. Though small, I aim to reduce the Lines of Sight enough to house 8 players without too much problem. If you have a suggestion, then feel free to comment and I will take it into consideration.
This is actually pretty cool looking. It has an Installation 4 vibe to it. One problem I could see though is the lack of routes from the bottom to the top of the structures. 2 (per base) seems a little low. Maybe I'm missing something though.
I don't like how half of your map is a mainly flat structure and the other is filled with rock clumps. I also don't care for how close the bases are to one another, and even more, the fact that they connect. I'm just guessing here, but I think you might be trying a Beaver Creek type teleporter setup? If so, it could really go either way with this map. I personally don't think it will play out all to well because of the size. It's also an interesting map name, seeing as how I think it will share a lot of the same problems that the retired matchmaking map under the same name did. Basically, because of the lack of interesting and separated structures, and overall lack of major height differences, you'll have players taking control of the opposing base and getting an easy spawn trap. I really hate having to compare it to Cliffhanger, because in my eyes, that map was the beginning of bad forge maps in matchmaking. Fixes: -add more height differences. -move off the quarry so that the grass doesn't limit you're height/ground space. -possibly change tele system -enhance the rock half/add more structure -increase overall size of playspace -delete direct base connections Hope you can take this constructively and benefit from something, even though some of these points could be totally wrong.
Sorry if it looks like bases. What I did was I had most of the spawns at the bottom half so that players had to work their way up to get to that advantage point, but also put most of the weapons at the bottom too so that anyone up top had to come down for the good stuff. I agree with your opinions on the rocks and maybe I could double the size of the map and do a sort of mirror effect. I think i'll have enough budget. What your saying about the two upper parts connecting, though might be true. I had a couple of bad spawns up there. However, until I get a 4v4 game on it and test it proper, then I will only make the obvious changes. Also, damn! I will have to rename this! Anyway, thanks for the feedback.
I think it needs to be so much larger. Unscoped with a DMR you could probably see to the other side of the map, and given the lack of structure and cover means that this really is too small for a 4v4, yet alone a 2v2 or 1v1.