GRIEF This is an updated, altered version of the original map I created not long ago. I have played on it with many people now and have tweaked weapon placement and times for optimum enjoyment. I also realized that this map, while it can be played quite competitively, is more of a casual, fun map to play a few friends on. I know the map is pretty ugly right now, so do not fret; I plan to make aesthetic changes to the map later on as well. For now, I just wanted to make it fun to play on. I hope you will give it a try and stay tuned for further updates to the aesthetics of this map. I have been given much advice on interlocking and other nifty forging tricks, which I promise to master and put to use. I do not have too much time on my hands now or in the near future, but I promise to truly perfect this map in a reasonable time frame and I will definitely make more in the future as well. (By the way, this is not a repost, since most of the text has been changed, and the map has certainly been altered as well.) This map is my very first forge creation, and has been recently updated. I actually just signed up for Xbox Live just before the New Year. Anyway, as a new player and forger, I look to you, the veterans of ForgeHub, for guidance. I created this map just within the budget and as you will see, it has the two original bases / spawn areas of foundry blocked off. I believe I only used "interlocking" on two things - mostly because I am new to this all and didn't want to mess it up. I mostly put BRs on the map, but also placed two snipers, two ARs, two carbines, two needlers, a sword, a fuel-rod gun, and a shotgun. There are also grenades that are strategically placed. This map is created for team slayer, but could be used for balanced objective games or neutral ones, but not one-sided asymettrical ones. This is a good map for anywhere from 1v1 - 6v6, but definitely is best for 2v2 - 4v4. This first picture is from where team A spawns. You can just barely see the sword in the right side of the picture, on top of that wire spool. The wire spool has been removed though, due to its enabling of the player to jump out of the map. The man-cannon has been moved to be parallel with and just behind those shields. This second picture is just the same thing as the first one, but from the perspective of team B. Below, one can see the sword, the turret and the rocket launcher (in the bottom-middle, through the passageway. The rocket launcher has actually been removed. Also the turret has been placed on a door that has been placed floating just above the passageway facing the sword. It has been basically moved forward and down one notch - just under where that energy spark from the sword is.) Here is the B-side sniper tower and only overshield spawn. On side A, instead of overshield, there is invisibility. The barriers are not set to instantly respawn and obviously are not super-protective, keeping the sniper vulnerable and on the move. At the furthest back of those barriers, leaning on the wall is where the sniper is. Behind that door across the bridge is the carbine, and on the bridge is a regenerator. Here, you can see the sniper at the back, the regenerator, and the carbine. Below, you can see that side A is identical. L] In this picture, you can see the center area and the rockets, which are pointing towards where that center area is where the sword spawns. Again, the wire spool has been removed and the rockets do not exist anymore due to final tweaks. Above, though, in the open double box is a fuel rod gun. This is a bit more zoomed out, and just outside of this picture at the very bottom middle, there would be a shotgun. ] Here is the needler overlooking the stairs that lead to B-side sniper tower. One can easily jump from the stairs up to the needler spawn, where frag grenades also spawn. The picture below is looking out from one sniper tower into the direction of the other. Those fusion coils have been moved and stacked in place of the barrier is seen in this picture. Of course, as this is symmetrical, the same has been done to the other side. When blown up, they provide a perfect vantage point. CLICK HERE TO DOWNLOAD THE NEW AND IMPROVED "GRIEF V1.1"
I can see that you've put a lot of work into it and it's one of your first maps. Keep practicing forging and look at the Forging 101 tips; they help a lot. Plus try to invite some of your friends in to try it out or go to the Tester's Guild forum, they'll help you out.
Thanks, I will keep practicing and I plan to master all the forging methods. I have actually had quite a few people play this map and have had pretty good reviews now after making tweaks and whatnot. As I stated in the thread post, I plan to definitely make changes to how it looks. I urge you to give my map the benefit of the doubt (although I am new here) and download it. It plays pretty well and is quite an enjoyable experience.
it looks prity average. there are a few objects in the map that are a bit crooked as i could see. i was also wondering if u blocked off the two extra rooms by the starting areas for each team, because u could have just made the teams spawn in the back of the map so that theres no need for the shield doors near the center, because the two in the center is probably gona block the line of action. you should look at the thread at how to interlock for more game play value too, but its not too bad of a map for someone that is new to forgeing and this website