Grove Created by Guncaliber Map Description It's been awhile, but i'm back with some maps to showcase, this one being the first. I designed this map with 2v2 in mind as well as FFA. There are some tactical jumps around the map some of which may require crouching. I focused heavily on aesthetics and hopefully it shows. Overview Alcove Thanks to everyone that tested!
You've achieved your goal of creating nice aesthetics. It's really a nice style. The buildings look simple, but to me that's a good thing. You used the pieces in a unique way so that the structures don't look like everyone else's. The only thing I could add is try and incorporate more usable buildings. Usable buildings as in ones that you can walk inside of or maybe gain an edge on height variation by putting a second level there. The interior of a building should be big enough to house combat, not just to walk through. By designing buildings with 4 walls and an empty space inside, it really leaves you with so many options to design your cqc combat. This gives the player much more options and generally adds more variety in gameplay. You don't want the whole map to be suited for precision weapons, it just gets stale. Good forging though and I really like the orange color. Brings the map together. Nice work.
I agree with Paints. It has that nice feel, although I'm not too sure about that wall of ~20 brace larges. I also see what he's saying about buildings. It seems like the map needs to have more structure to it. Top left of the overview looks like a candidate. There are also a couple parts of the map that look like they wouldn't be used often (cave and top right of the sketch) that could benefit from some kind of structure as well.
Boneyard from Halo Reach. That's what you need to do with this map. Make the outsides of the map usable. The wall of brace larges is a perfect example. It is a pointless part of the map, but if you simply removed a couple of them and added doors, you would have the opportunity to make a spawning room back there, or perhaps a power position. Give players a reason to use the extremities of the map. It's very important for flanking too, especially in Team based objective games. Going back to what I said about Boneyard, I would try making that side building (bottom left overview) into something similar to what boneyard has. If there was no way into that building on Boneyard, gameplay would stagnate much further away from it, and that's what I can see happening on this map; a push towards the middle with a DMR and magnum ready to go.