Map Name: LudoFlag File Share Gamertag: Arky3000 Canvas Map: Forge Island Status: Complete, needs testing Screenshots: Ideal Player Count: 4v4v4v4 (will support 2v2 or 8v8 and has a spectator team for scragglers) Best Gametypes: CTF Supported Gametypes: CTF, Flood Description: this map has the basic layout of Ludo, you each start at a base and progress round stealing someone elses flag and return it to your base... sounds easy.. well yes except for you cant go back the way you came and people may decide to wait for you at their flag before actually venturing to collect one themselves! Other Notes: Though this map supports 2v2 its recommended to use more (2v2v2 or 2v2v2v2), the 4 playing teams are red, blue, green and gold, with the spectator team as purple. while playing with only two teams its recommended to play either redvblue or goldvgreen. the ceiling is glass colloseum to allow the spectator team to see the action and if thwey get bored theres some things to play with too. This Map can be played without any special gametypes, tho changing the time limit is recommended.
so links to screenshots is frowned upon? maybe the submission rules need evaluating to avoid people receiving the same complaints.
If you use the Map Posting Template, it's pretty clear about how you post pics. Just a tip, yellow text doesn't work very well on the white background of the FH Light forum skin.
Instead of harping about the pictures, I'm going to do the unthinkable and actually criticize the map. And when I say criticize, I really mean tear it apart in hopes that knowledge can be gained from it's remains. Let's begin: I went into this map, rooting against it from the start, because you've labeled it "competitive" and I'm really struggling to see where competitiveness would derive from because of certain elements of the map. Firstly, your map is the single most linear thing in existence. It's here that you've already began to lose your competitive play style and ascended towards a mini-game. Not only is being linear usually a bad thing because it promotes a lack of fluidity and options, but in your case, it's also constantly sending players away from one another, unless they camp in a room. On top of this, certain teams are given easier access to better weapons than other teams. For example, blue team has an uncontested run to rocket launcher, while one teams only comparable weapon is a spartan laser. Oh, by the way, everything just mentioned is taking into consideration that you wouldn't be allowed to use thruster pack, which allows players to easily move through 1-way shield doors in the opposite direction desired. I can only imagine this would play like a board game, minus the turn based nature that makes them work. (Reinforces even further my thoughts that this can only truly be labeled as a mini-game). Don't take anything I've said as an insult, as that will get you no where in learning from mistakes. Pros: -sometimes when Gogurt is on sale I get a boner Cons: -too linear -random weapons (promoting advantages/disadvantages) -broken shield doors (thruster pack) -no Gogurt
I can't really tell what your map is from your screenshots but I can tell is that this isn't a competitive map.(also why are there spawn points outside the map?)