Palestra 2 vs 2 This is an asymmetrical map I have been working on for about a week or so. It's general layout was based on a scaled down version of Gemini. I made enough changes though that it is its own map and not a remake. I tried to make this map a little more visually interesting than some of my other maps. Apparently I love using large shield doors for color because three of my last four maps have used them. The layout is simple, but I think it is pretty good to look at. Because I've been told that my rock placement is sloppy and unnatural, I decided to leave them out of this map. This is my first map made in the skybox so I finally have a map without shading issues. There are only covenant weapons on the map because Palestra was designed for 2 vs 2 elite slayer, but obviously regular slayer or team slayer will still work fine. Spartans will have a little harder time with some of the tactical jumps though. There are enough spawns for 8 people, but that would probably be pretty hectic. UPPER PART OF CENTRAL ATRIUM I know crossed swords have been done before, but I think the way I did it looks pretty cool. LOWER PART OF CENTRAL ATRIUM The lift shoots you sideways to the sword. Just hold X as you pass it. The lift will not give you the overshield. You have to walk in front of the lift to get it. SIDE HALLWAY Teleporter takes you to ledge on other side just like Gemini. BEHIND UPPER PART OF CENTRAL ATRIUM Elevator. For looks only. Teleporter bring you to lowest part of map, just like Gemini. OTHER SIDE HALLWAY THANKS FOR LOOKING AT MY MAP. HERE IS A LINK IF ANYONE WANTS TO SEE MORE OF IT IN ITS CURRENT STATE. DOWNLOAD
Reminds me alot Gemini and your aestetics are interesting . I give it a download and test it with some friend i will came back with a better opinion of it !
It makes me cry when I don't see maps like this in Team Doubles. Also, any way you can hide those teleport nodes a bit better? If you can the teleport walls will look much much better. Maybe if you flip the nodes, reversing your heights and nudging it just a little bit below the floor.
This map looks good, that's for sure. I really like the 2 crossed swords that looks epic. Just a few things I noticed from the pictures: -Like Zero point said, if you could hide those teleporter senders and just have the shield door as the visual cue that it's a teleporter, it would look much better and more natural. -I can't say for sure since I haven't tried, but from the pics it looks as if someone can just grab the overshield and walk straight into the mancannon for a quick sword pick-up. If this is the case, that would be severely overpowering. To fix this, I would suggest moving the man cannon back to the wall above the doorway in the 5th pic from the top, and have ramps leading up to it from either side. If that doesn't make sense you could add me on live and I will show you (that is, if I can get my Live to connect to my wireless at some point -_-)
I have always liked your style of forging, it's unique, in a good way, that goes for this map too. . Friend me if you need another tester GT: SinlessLegend.
Yes, I can easily fix the teleporters. I wasn't sure if it was obvious enough that they are teleporters because I also used shield doors in the center of the map, but they are not teleporters. I will make the changes. Yes, I can easily fix the teleporters. I wasn't sure if it was obvious enough that they are teleporters because I also used shield doors in the center of the map, but they are not teleporters. I will make the changes. Edited by merge: See above. Edited by merge: Yes, you can back into the mancannon after grabbing the overshield. If you do this to start a game the other team should have already grabbed the sword though because of the extra time needed to walk around the mancannon. I will see what I can do though. I could alway just stagger the spawn times of the shield and sword to help prevent this.