Guilty! A map inspired by all of our love of forging. An aerial view gives you guilty spark; a ground view gives you an intense 1v1 (or insane octagon-like ffa). Now I'm not the best when it comes to aesthetics, but I feel Guilty has captured His likeness decently enough. The middle contains camo, similar to asylum in area and appearance. On either side spawns your power weapons as well as the teleporters to reach each one. Grenade launch spawns at the big window, with snipe spawning at tele-bridge. The map itself is littered with tact-jumps (i have an unhealthy problem with them ) and you'll need to master them all to take mastery over your opponent. Made for the last reach tournament of the hub, but dedicated with all my love for everyone who has ever put a block on a map and thought "hey that wasn't so hard..."
Hey qrrby. Nice job here. The only thing I see just by the pictures is alot of variation in the object usage. I find that in my maps and in so many of the others I have seen, consistency is objects is easier on the eye and makes the maps look less like individual pieces and more like large structures that allow you to create areas that resemble real places and seems like your really somewhere on Reach fighting your opponent. And are there any framerate issues? Some of those long lines of sight seem to have alot of objects on the screen. Of course, being this is for the 1v1 tournament, lag should be at a minimum. After seeing hundreds of maps since Reach was released, I am long past this pallete of objects we've had available to us, so that's why someone like me would look at your map as I have. I bet the map plays great and will try to get a game on it, but just a little more consistency to delegate areas of the map will make the map easier to figure out. This being a tournament, players will have little opportunity to become very familiar with the layout so this comes into the winner being chosen I'm sure. Hit me up on live if you wanna get a game on this. GT is SaVaGe ExtenZe Good luck in the contest!
Thanks for the feedback and well wishing! As far as framerate, there was none during test runs (even in an 8-man ffa). Concerning the consistency I've never been too good at one map having easy call outs, as I think of what you're describing. I build with just a layout in mind, sometimes not even that. I could always ALWAYS use mentoring in that area. I did try to think of what makes Guilty tick, using the 45° bridges for gears and telleys and covie shields for power sources, but that's the extent of my forethought. I love showing off maps, but not as much as playing on them. My hours are pretty wonky however, with me working the third shift. Ill be on between 9 am to 12 noon most days. Look for water shank, the gt I'm using until tomorrow (or until I can get to the mall) otherwise its just Qrrby
Yea I agree with Savage. More consistency is need with the use of objects here. Because of that aestheticly it doesn't look the best. And yea I can see some problems with LoS. Other than that it looks pretty solid. I'll give you a list of some commenly used objects that make your map look nice: Brace Large Platform Y 1x1 Block Tall and Thin Platform Y Large All of the Banks Ramp 1x2 Block 2x4 There some examples of good looking object use. I don't advice you to change what you can to make this look nice. Because it will just map your map look weird with nice and ugly objects.
Yea and I don't think I would be able to do too much anyway, aside from making the floor a single track around middle, and improving the double walls on top gl. After getting used to all the pretty colors, it plays like a dream. I'm just happy I got good feedback at all and as always, it is appreciated. (goes into mod the ugly objects into unicorns and baby slaughter)