Thank you Paints! Yeah, I hate it when even on the on disc maps the vehicle paths are too tight and difficult so it was something I wanted to focus on. The 'Hogs are arguable underpowered. By giving them this open and flat track, they can really shine. However, there is also enough space for infantry only fighting through the middle and sides. It allows players to play the map how they want.
Plated this several times now and it's brillint Halo-essence fun. Get teams of 5-6 on here and it really shines and is perfectly paced messy fun. This is yet another map I wish I had forged.
Thanks man! I've recently made some changes and I am itching to get it tested. I really need to get to one of your TCOJ lobbies soon.
Updated original post to show the most recent changes. I'm thinking about adding a two way node between green and purple. For those of you that joined the TCOJ lobby last night, I would love some feedback.
Played this 6/8/13, it was a very active and fun game. You strike a good balance of vehicle and infantry. Hogs were in constant use, and although they are a power weapon in themselves, they arre often vulnerable. However on here they have room to maneuvre, be a threat and still escape from tight situations. I don't think I had any bad moments, the action isn't centred around top-mid too much, but it's still a draw as it should be. I didn't really see much foot-traffic at bottom tunnel, but that is a high-traffic hog area. It leans towards a big-team experience more than a 4v4 experience, as it's bigger and more roomy, but plays well simply 5v5 too.
Thanks! Yeah, definitely want to get some 5v5/6v6 testing on it soon. Traffic down there is naturally low because of its limited entrances. If I could find some budget I would be able to add two more entrances from the top. Seems impossible though.