Synergy is a medium sized asymmetrical map that utilizes both natural terrain and artificial structures. It plays best with 8 to 12 people, but isnt completely useless with 6 or even 4. This map was designed around the idea of a map that blends terrain with forge objects and plays well with one sided objective gametypes. The original inspiration for this map was "Terrorium" by Nutduster. This map has been a while in the making. I made the original version a few months ago, but when the Community Cartographers Forge Contest was announced, I knew this was the one I wanted to enter. Unfortunately, the map was terribly flawed and unbalanced. So I spent a month with my friend PeanutPutter (big thanks dude) changing things, adding new areas, changing weapons spawns, breaking up lines of sight, perfecting designs, etc. After hours of running around the map testing sight lines, jumps, clearance, routes, and a few playtests, it was ready to be submitted to the contest. And now it's ready to be posted here! Enjoy! Sniper spawn. Turret spawn. The lift room. The central bridge and rocket spawn. Blue base. Blue vehicles and Grenade Launcher spawn. Inside blue base. Red base. Red vehicles and Concusion Rifle spawn (above the vehicles). Inside red base. An overview of the map. Edit: Video! Just a simple flythrough, as well as a first try at creating simple map videos. Synergy Flythrough - YouTube
If I may give you a tip, never use the Large Ramps your using for the bridge they just look horrible unless used as walls for certan themes, use either Ramp XLs or Ramp 2 x 2s to match the rest of the map. I also see some areas where you could the map up a little more, and use different pieces to clear up your budget some on the bases. Otherwise it seems like a good design your going for, but still seems like you have a few things to do before it is completely finished.
Someone finally commented! Thanks for the feedback. I used the ramps on the bridge to make the smoothest transition possible for the Ghosts and Mongeese going across. Also, what do you have in mind for different part usage? I spent over a month revising, editing, and clearing up this map for the best possible performance for both gameplay and framerate while still retaining decent aesthetics and a common style of structure.