Hello forgehub this is my first Halo Reach map uploaded to forge hub. It is an underground subway where humans must hold off the infected which are coming from above. Here is the main area it has a turret and it is located at an intersection this is a hotspot but the infected can get you quite easily. This is the spawn area located right behind the main hallway acts for close-encounters so be careful This is the second spawn area located to the right of the main hallway somewhat more open but still not a good place to stay. Here is the hallway that leads to the back of the map it is practically the middle of the map. here is a back area which has two entrances a slow one where zombies must push a crate to allow entrance, and a second hallway which is long and narrow but has fusion coils Feedback is appreciated I will try my best to make this map top-tier for the majority of people. Thank you!
-Played with 5 players(Including me), on Infection and Alpha Zombies- It hurt me to see over 100 views on this thread, but no replies nor feedback. I am kind of "off-duty" currently, but I'm also not busy at the moment, so, if you don't mind, I'll throw my "two cents" in, for now. Let's jump right in. When I first saw this post, the first thing I said to myself was, "Those hallways might be too open for a basic infection game..." Not unlikely to my surprise, it was. With my group, as we played, the zombie was becoming more and more agitated that he would be pistol sniped since most humans camped at the end of the halls. I can see you added some crates and barricades, but try adding a bit more cover, perhaps more pillars that reaches the ceiling, such as in the back area. Some of the cover, although tall, does not block line of sight and is nothing more than a blockade in the zombie's path. Moving on, I applaud your use of the "Death from Above" tactic, but the current exit positions are not ideal. I noticed most lead into places directly open to fire. A suggestion would be to drop them somewhere that they are not seen, and can easily get there whereabouts without incoming fire. On a final note, that back area is too overpowering toward humans. The long hall is dangerous enough to go as a zombie, but adding the fusion coils eliminates their sense of cover when they duck away from being shot at. The seconds entrance would be more useful if the crate was not there, or if the crate did not have to be pushed for quite some time. To end on a positive note, the close-quarters feel was genuinely exciting when you didn't know where the zombies were, and the half-closed metal door blocked by a barricade was something my group and I recognized right away. This was all written by my group and I's thoughts and suggestions, with some of my personal opinions given. Do not take it to heart, you have mighty potential. -Frost Bite323 P.S. Infection maps are, in my opinion, more interesting with a story attached to them. Why not give it a go?
The map seems to be very open in the majority of the areas, and usually you don't want to have too many huge lines of sight in Infection games. What's more, this map lacks aesthetics. There are only a few aesthetical additions, and none of them are really worked out, are very original, or even make sense. You should also improve upon the theme of the map. By looking at the pictures, I don't really get the feeling that you're situated in a subway. I also noticed that there's a turret on the map, although you can't use it when using the default Infection gametypes. Is there some special gametype you're supposed to use on this map? I didn't read anything about it in your description. I agree with FrostBite that attaching a story to your Infection maps can always prove to be helpful in all kinds of ways, so it would be cool if you could think of one. Please don't take offence from any of the feedback above, as I'm trying to offer constructive criticism here. I'm trying to help you. (I'm afraid I have to mention that, since there have been a lot of newcomers on ForgeHub lately who appeared not to be able to handle feedback, unfortunately.)
Thanks for your opinions I wasn't really able to test this map on v2 but the feedback from you helped me quite a bit I will add a gametype for this map as well as adjust it to your needs
Next time probably make sure to test it until you think it's as perfect as you can get it to be, before posting it in the forums. Your map will be received a lot better when tested enough and properly.
keep it up dude im new to forghub too and trying to get my maps noticed cuz im get ready for halo 4 yeeeeeea buddy..