Atrium What's up guys, this is my slayer map called "Atrium". If any of you have heard of me you will know me for my Racetracks but I am trying to learn how to forge competitive maps now, as well as continuing with my tracks. This map was built as a 2v2 map but may be a bit too small so I recommended 1v1 too. I know nothing about slayer and can go off only a few tutorials I found on youtube but I think this map plays OK. I would love to get some feedback from pro's and advice as to how to create better maps. Weapons: 1x Sniper Rifle: 180 s 1x Shotgun: 120 s 1x Needler: 120 s Gameplay Video: If I've messed something up with the format don't hesitate to tell me (I'm from Halotracks so I don't quite know how things are around here). Again PLEASE leave feedback!
Well firstly, this appears to be a room with some things. I would suggest that you look at some other designs, they aren't made of one room and some side paths. You need to, in my opinion, focus on design when learning to make maps, not setting or aesthetics. You need to learn what makes good design, not try to make a hotel atrium (which this unfortunately doesnt look like. I've never seen a hotel with those massive high walkways). In a traditional halo map, there is often two secondary locations bordering a power position. There needs to be a spot that is desired, but balanced with other locations and plenty of access routes. on the other side of the power position should be the second power position. It would be less useful than the first power position, but counter it effectively. In the previously mentioned sub-sections would be likely initial spawns and weaponry (as well as a center weapon usually). This is a very basic map, but the design is old and proven to work well. Think about elevation. You have what appears to be 2 elevation, an extreme high an a massively more vast extreme low. You need more variation, a flat map is a boring map IMO. Make more gradual height increases. Lifts are useful, but you shouldn't ever need to rely on them, hard ramp routes are necessary. As for your broken lifts, you could try to mess with placing a 45 degree ramp and a 1 way sheild (pointing outwards) at the top so that a player is deflected into a more controlled setting. That's about all I've got for now. I'll answer any questions if you've got them.