Sorry if my review was a little rough, towards the end, I began to notice some cool things about the map such as you mentioned, and the back path to the sniper, but one of the major things I look for in a map is the ability to play it at least decently well the first time it is loaded. The whole review team revolves around this one aspect. I know a number of people were camping the exits of the teleporters, and I assumed that that was a cause of bad spawning, but you have to remember, people are campers in halo 3, so if the spawns force you to be locked into a certain area just because of a few well placed people, then they need a little work. I do realize that there was a ton of interlocking, and well placed objects, but the map did not have that feel to it until you spend 20 games playing it, at first game it comes across as thrown together. I don't want to defend my rating, but it was a night full of bad maps, so that may have played into a little lower score than your map deserved. But hey, that's what version 2 is all about right?
It would be impossible to make a version 2, I had to use the unlimited budget glitch, then I ran into the over all item limit. Then I used a technique I described in a post in the "Forge Disscussion" board to glitch past the over all item limit 5 times to make the map better. There is unfortunately, no way to spawn objects on the map anymore that I know of. I understand what you mean by that you didn't immediately like it, but that's because it isn't simple like other forged maps. The idea here was to create a somewhat complex, detailed, and well thought out map that would be something that would be cool to find in a DLC pack. When you first played Lockout, probably the most similar map user or bungie created that I know of, you probably felt lost and didn't immediately like it. However, as you noticed, once you got used to the Halo 2 maps, Lockout most likely quickly became your favorite. People can camp in one spot on Lockout to make you spawn somewhere too, there's a film of it on bungie favorites. The spawn system on this map will spawn you safely everytime, if no others players move, that safe spot will not move either. I enjoyed the map as soon as I got it working right, because I memorized it while I was building it. I don't know how long it takes to learn the map, but people I've played it against all seemed to figure it out and enjoy it during the one match I've played against each of them. I still remember one time, I played with just a bunch of random people. I start up the game, "This is weird," "Did you just randomly place objects" (similar first reaction as yours, which is why I understand your reaction). I told them to look around and that they'd think the map was cool once they saw it. During the standard FFA slayer match I played with 8 people, one of them said this "Did you post this map on bungie?" I told them it still needed to be tested a little before I published it, but I'd post it on bungie soon. Then the same person said, "You should post this on bungie so you can get on bungie favorites." Everyone else agreed that I should. From this game, I assumed that the about 7 people I played against all found the map to be cool Slayer map, once they learned it. I know how I used to think some of the bungie maps, such as Narrows, weren't any good. But once I played a serious game of Team Slayer, I thought it was great. Since this map is designed to be similar to a full new DLC map, rather than a small forged map, it should be judged as if it were one. Everyone seems to like playing Slayer on this map, with the exception of a few people who told me they rather play infection. The map is not designed for infection and may not play well for it, that has not been tested. I think that if you go back and look more at this map, you'll find that you'll really like it. Just pretend
Well, perhaps at some point here we will be able to give it a second review, I can't promise anything, but I'll talk to Furious, maybe next week we can give it a second run.