Yes, named after a vacuum. MLG Bissell 4v4 Symmetrical Base styled map, Inspired by MLG "The Pit" MLG Bissell Revolves around Team Based attributes. " A very opened map with just the right enough cover " Gametypes: -Team Slayer -Capture the Flag -Free for all Weapons: -4x DMR -2x Needle Rifle -1x Sniper Rifle -1x Grenade Launcher -4x Frag Grenade -2x Plasma Grenade -3x Health Pack Powerups: Camo Screenshots: Red Lobby: Blue Ramps: Red Catwalk Blue Plasma Hall: Red Health Pack: Camo Spawn: Rock room/Neutral Sniper: Grenade Launcher Hall: Aerial view: Feedback would Help! & Enjoy!
Hey sins lol. Looks pretty cool I like the look of it and that you included some cool original aesthetics, you should show me in game sometime, I know you don't have a mic so no big.
Lol, I didn't even know the map was named after a vacuum until you said something. Smooth move, man. Anyway, I'm not a fan of the lazy "cover" around the map. A perfect example would be the brace larges in basically every picture. You have them as stand alone pieces. They are skinny, short, and don't provide enough decent structure for a player to safely move around. If I was stuck behind one of those braces with my shields low, it would't take long for the other player to move to another side to finish me off and I have no escape because I'm basically hiding behind a sheet of paper. You definitely need to add solid structure to the map, because maps aren't made up of "cover" They're made up of structure and the structure of the map provides the "cover" for it. Also, the rocks look terrible, and random. I know you probably wanted to add some sort of natural terrain to the map, or add some more creativity, but please, get rid of the rocks. Other than that, the forging is clean, and I like your piece usage. I hope I haven't been too harsh and have given you some feedback that you can find useful. I haven't played the map, yet, so I can't comment on game play. If you want to know what I mean by 'structure' I can show you on Live. Just hit me up.
Actually i'm really thankful for the feedback, and the rocks weren't really there at first its was bridges until I ran out of pieces, so I thought rocks would be an awesome feature. But thanks! [br][/br]Edited by merge: I just got a new one
Yeah, I didnt know it was a vacuum either. Until yesterday, where I was walking around walmart and saw a vacuum with Bissell on it. Well, based on your last picture, there seems to be an incredibly large amount of CPU and OS and Invisibility powerups. Correct me if I'm wrong, but I think you shouldn't put so much.
@caughtsword There is only one camo on the map, look at his description. Are you mistaking initial spawns for powerups? I agree with Eightball in that there's a problem with the brace larges used as cover. I think they detract from realism too... I don't see how those could hold up that heavy-looking wall coliseum ceiling... Other than that, the forging looks very clean, although I dislike your use of platforms in the GL hall.. I think the triangles stick out too much. It's personal preference, but I don't really like the camo spawn. A small pedestal or something would indicate that something spawns there even though it's not actually there (would help new players).
Oh yeah....... it could be....... OK I got confused there. Mistaken the spawns for powerups. How sad.
Hey, I typed up a longer page of feedback for this map if you want to see it, but for now I'm just going to leave some basic points regarding how I feel about the map. -Good amount of dancefloor among most paths and the bases, but not every single area needs to be scaled the way it is. -The lines of sight on this map are pretty horrid. With all of the lazy/flat cover (the brace larges), there are numerous LOS but are all cut up because of your random set of cover. Plus the abundance of flat cover means you can take cover at one angle. It makes battles completely impossible to escape from. As a follow-up point here, most lines of sight among the middle are much too long and wide. -The size of the map, by design is downright huge. The middle ramp of the bases (one of the parallel ones) is unnecessary and can be trimmed off to make the back ramp closer to the middle. But for no lines of sight from the bases, it feels like a giant map. -2 major problems with the pit are on your map as well: The lack of height variation and the unnecessary, long tunnels through a bisecting wall.