The idea here was to create a fast paced inverse symmetrical map. The map is based around a three tiered central room with lots of vertical space. The upper levels are small with limited sightlines promoting frantic close combat. The lower level, bases, and outer perimeter offer longer sightlines and more open dance floors for duels. There are two main entrances to top mid, a red and blue ramp at the 50 yard line each with a two way teleporter taking you from one end of the center to the other. Aside from the two main entrance each side has two ledge jumps making a total of 6 entrances to top mid and 4 to bottom mid. The idea is to create a constant battle for control with unpredictable routes of engagement. The basic blocking pass for the map is pretty much finished, and I could use some community feedback to help balance the map out. I'm looking for the following feedback: Scale, Layout, Pacing, Sightlines, Weapon Choice/Positions, or any other important details you could think of. Aesthetically the map could still use some work. I plan to maintain an original CE vibe, but I think it could be pushed more and there is still some visual cleanup to be done. If you have aesthetic suggestions I am open to those as well. However, at this point my main concern is gameplay (specifically slayer until I get a feel for how the map plays). I'll throw some screenshots in to give everyone an idea. Revised Version: https://www.halowaypoint.com/en-us/...thMacoll_23f3c3b2-40f3-4c05-8ba8-e7e50fcf5502