Skyward Writing the descriptions is probably my least favourite part of map making, so Ima keep it short and simple. =) Skyward is a fairly small symmetrical competitive map, which I guess is partly although not intentionally inspired by the guilders 1v1 tournament maps. As I do with all my maps, I tried to keep everything functional, interesting and aesthetically pleasing. The main feature of the map is the slopes which climb skyward, these weren't particularly fun to construct, but make for very interesting encounters. This is the basic layout. The arrows represent an upward slope, forward = upwards. The thick lines are walls, the thin lines are changes in height levels, and the medium thickness lines are somewhere in between. Here is a few sexy curve edged images to feast your viewing balls on: Weapons and equipment: 2 Battle Rifles2 Plasma Grenades 2 Carbines2 Spike Grenades 2 Assault Rifles 2 Portable Shields 2 Sniper Rifles1 Power Drain 4 SMGs The map is designed for all gametypes, and I have left the weapons from the budget glitch so you can modify them to your tastes. Download Skyward Enjoy.
Wow you are one amizing forger. Have you ever thought about becoming a guilder?? Anyway back to the map looks realativley fun to play cant really see much from the pics but I will do a forge through sometime and I have a question What is the stuff under the map? Is that part of It?
Thanks. Heh, my post count is too low to apply, and they don't know me much so I wouldn't get in. Haven't we all thought about it though? ;D The stuff under the map... well its just too tempting to leave some stuff down there, but theres nothing special. The gameplay area is inescapable so they don't effect anything.
It looks like you've got a couple of plasma grenades that you didn't include on your weapons/equipment list. May want to fix it... Looks nice though, theMallet. I'll come back and let you know what I think.
Gulf Chronicle was great; Gradient was pretty cool. I can't really tell what this is, but it looks interesting, and I've seen good maps by you in the past, queued.
That's crazy. There is a slanted hill through the middle and it is all in the air. This must have been a pain to construct. - Brute Captain
Thanks guys. Brute Cap'n theres two slanted hills actually lol. Any feedback from forge throughs or custom games?
I'll see what this looks like, looks great from the pics. (3rd person party watching me)"Wait a minute, Spartan_R14 doesn't have the Heroic Map Pack!" I do now!!! :squirrel_rocking:
This looks fantastic - I completely love the layout. It's good to hear that this map is inescapable, and that settings are not up to MLG standards (that always bugs me). I have one question, though - in the picture, Red Team Flag spawn is in the center - is that for One FLag or Two Flag settings? Amazingly done, I'll get back to you with a more in-depth review later.
I played a 1v1 game on it, and I will say that it is very small, even for 1v1. I liked it a lot and it was a cool layout. Even though it is larger than a map like Pi, it is all on the same level and basically one room, so there is never a break in the action. The only issues that come from this are the map lacks strategy and is very difficult for even a skill sniper/no scoper to snipe. Normally, you are rewarded for strategy and caution, but in this map, there are no rooms to crouch into and always know where your enemy is because they are either on the side with you or the other. There are 2 reasons why it is so hard to snipe. It is wide open, so you can never set up for a scope because they can always see you and shoot at you which disables scope. The other is since the map takes place on the same level, so you can't get the higher ground to protect you from fire. This makes 'nade placement easier for the person attacking the sniper, and once they begin to shoot you, you can't disengage when sniping. With all that said, it is still a really solid map and like all your work, aesthetically pleasing. The layout is fine but I recommend taking the snipers out and replacing them with a weapon more effective at closer range (a rocket with two shots?). The only thing if anything I would change about the layout is a room or two more to add tactics (this isn't MLG, there needs to be reward for crouching with the radar system). Liked the maps but it was my least favorite of your maps.
Thanks dudes Dom Says Oi, the flag isn't in the middle. Since the map meets the foundry ceiling I can't go high enough in theater mode to take an aerial view, so it's kinda hard to understand the layout I guess. The sloped roof area is the middle, the flags are above and below this on the diagram. TexasHorn, I appreciate your feedback of course, but have you even commented on the right map? Your criticism confuses me. The layout is not on one level at all. The areas where the sniper spawns can only be accessed from one side since the other is too high to jump to (higher ground as you say). This is a pretty big factor in the gameplay from my experience, if you played 1v1 on it surely you know what I'm talking about? I'm not sure what you mean by having "places to crouch to", you mean like camping? It's more of an arena map really. You could always disable the radar if want to sneak up on people and such? Also you don't have time to set up your scope to no-scope someone? You really think two rockets on this map would make better strategy as opposed to snipers? Doesn't sound too great to me, but feel free to change it to your preferences, I left the weapons editable from the budget glitch.
I'm not qualified to talk about playing games on this map because any customs I've been in lately have been either USv2 tests or MLG Customs. However, I did walk through this map for a while and I loved the layout and really want to play a game on it. Unfortunately I did find myself not liking the bumps between the boxes that made up the floor. I know this map must have been hella hard to make as it is right now, but I couldn't help thinking some more interlocking on the floors would have made for smoother transitions. This is a small criticism of an otherwise excellent concept and design, though, and I still hope to play on it!
I had a feeling you would disagree. I realize the sniper spawns are only accessible from one side due to the slant, but in the game I played, my opponent would charge the side where you could access sniper. That way there isn't high ground to sniper, and you have to rely on a sure no scope to snipe effectively unless the opponent has just spawned. I imagine the sniper would be more effective in anything over 1v1 because your teammate could provide cover fire, so you aren't constantly being shot. I just feel the only power weapon on the map are the snipers, and if they are ineffective, you are left with no power weapons. I don't think a rocket would be too effective if they only had two shots, but you would only be allowed to put one rocket on the map. Maybe a mauler on each side would work better because the map is so open. The map does have 3 rooms, but since they are so large, once you go to a room, you can not escape enemy fire. If you look at most arena maps which are normally pretty open, you rarely find a sniper. The maps like Warlock, Midship, or Onslaught just have BR's with one close range power weapon (shotgun, sword, mauler respectively). I suggest doing the same on this map even though I don't know how to set it up or you might have to use a more medium range power weapon (like rockets). The more rooms you have, the more strategy is involved. The reason for this is you can't see your opponent, so you are rewarded for crouching (not to camp) to sneak up on them. If you took out the snipers, the map would work fine as an arena map, where you always can see your opponent. I have only played the map once. It might actually work fine with the snipers, but I feel it would work much better if it were set up arena style.