This is my first posted Forge map, so I'm looking for suggestions for improvement and any other helpful feedback. The map is a very simple design. Two forts, two teams. In order for one team to advance to the enemy fort, they must pass through a U-Shaped path. This first image is a shot facing one of the forts. The entrance/exits are covered from fire by shield doors. The larger room on the right is an equipment area that provides a wide variety of armaments for the team. It's not every weapon on the map, but it's enough to let everyone in a 4 player team to have a decent weapon at the start of a match. The other fort is the exact same only mirrored. This next image is from the opposite fort facing the back wall, which I will refer to as the map's Choke Point from now on. In order to reach the enemy fort, players must pass through the Choke Point. From their fort, players have the choice of either going straight to the Choke Point via Man Cannon or walking through their territory to pick up the assorted weapons lying there. This last image is one of the turret cages. These are located on either side of the Choke Point. Players jump into these with the Grav Lifts at their sides. The turrets give great covering fire for their teammates and are hard to kill because of the protection the cage gives from Brute Shot and direct rocket fire. The turret comes at a price, as the only way out of the cage is death. This map is best suited for Team Objective play. Team Slayer works fine, but because the map itself gives little incentive to attackers, Team Slayer games can turn into a "who's coming out of hiding first?" type of standoff. The Map can be found here: Bungie.net : Community : Forum Topic Listing : Forum Reply Listing Known Issues: (A) Gravity Lifts into turret cages can be hard to use. (B) Man Cannon will sometimes launch players too high, causing them to bounce from the ceiling. Any helpful feedback would be appreciated.
Yeah, I originally had a few more pics, but they didn't appear on my bungie page. There's a good spot where you can see the majority of the map if you set a camera there. I'm going to post a few more when I get a chance.
New Photos Got the photos working this time. These are of the territories that stand before forts one and two. These are of the Choke Point at the back wall: This hallway at the Choke Point goes down into the wall and leads to an Overshield, a Rocket Launcher, and a Radar Jammer. The obvious disadvantage is that if your teammates haven't already established dominance at the hallway's entrance, it'll be fairly easy to pick you off. Finally, a camera angle that shows most of the map. A camera place here could film most of the action in this map and would only need to pan down to the Choke Point below. I hope these give a better impression. There is one more part of the map that needs to be explained, and I think it's a better effect if you have to figure it out on your own. Hint: It involves those teleporters in the turret cages.
this looks alright gameplay wise a little honestly sloppy but looks fun not bad. you could use some interlocking but you dont neeed to interlock for a map its jsut a secondary that most people use to get downloads
This map could use some interlocking, but to be honest, it doesn't look very different from most default foundry maps. nothing makes it stand out.
Welcome to forgehub! Ok this is a good first post and a decent first map. The design is not very original though you do have .pretty good symetry. The walls are a bit crooked in some places and objects could benefit from merging and possibly geomerging. These will add to gameplay and aesthetics. -To learn about these just go to the first page and look at forging 101. An easy way to geomerge is to place upside down doors on top of an object. They will sink in a bit so wait until they settle. Next position some walls around the object you will geomerge to keep it from moving. Place yourself directly above the original object and grab it. The doors will now repel the object and push it into the ground. There seem to be too many weapons on this map. They all appear in huge groups which is not good for gameplay. Remove a most of them and try to spread them out. Maybe get rid of the sword since it is useless in the open areas. the sentinel beeams are interesting and no one ever uses them. Maybe add a mongoose to make movemet easier and keep the game moving. The weapon placements makes the game slow down and keeps it from being played with free for all. This is a decent map maybe a 7/10. remember: -merge/geomerge -revise weapon placement -add an original design that will make the map fun