I also value my own feedback above all. I'm always the first to speak up after playing one of my maps and that one happened to not butter my biscuit
kEEP TRYINg. I enjoyed a lot of the fights though just to let you know. Anyway check out these changes. Multi had some great feedback for me and I feel like these will help out a lot. We moved the one teleporter location to make it more predictable as you can see it from many points on the map now. Players can now travel up through the atrium where the old teleporter location was, which I really like now. I tuned some sightlines made those slit windows in some areas more spaced out for more interaction. I just played a 1v1 up to 30 kills and the grenade launcher area had much more interaction. Multi also helped me with the new connection that wraps up to the old BR location from bottom grenade launcher which makes sense because before you either went through the portal or turned around. Now you have many more options and adds flow to the bottom of the atrium which was lacking before. Thanks for the playtests @MultiLockOn,@A 3 Legged Goat, @Kell Of Scots,@SaltyKoala looking forward to more soon http://xboxdvr.com/gamer/Box Knows/video/26854124
Dont know if thats sarcasm but Im honestly afriad I will never be able to make something similar ever again. However I did start that imminent inspired map and that thing is starting to look nuts but Im hitting those mental blocks
I've probably mentioned this before, but Deerfarm was the original source of inspiration for the map that became Tron. Specifically, the jump pad. The idea it sparked never panned out and ended up being scrapped, and the map changed quite a bit over time. But yeah, without Deerfarm I probably would've never built Tron. I remember Saloctagon. I think I probably still have it saved. Never played it though.
Old forgehub kids tried to play 4v4 on it. Also, I still can't believe how well Tidbits did play for having 3 OS's on it.
Incredible looking design, seriously. This is the good kinda **** people made in Halo 3 and Reach: really innovative designs that have great vertical encounters. Gotta get a game on this at some point.
I could definitely feel that. I know what you mean, I told box the only way I could even imagine adjusting some of the encounters to work out the way I would like would involve knocking out a few too many floors that I didn't want to do.