Ok, i've been working on this map since i got Halo Wars. I have a sketchup of it (Although not finished) and i have a majority of the bottom portion of the map complete. It's my first serious forge map and its turning out pretty well so far, but its a big project and i'd like some help from another forger, preferably a very experienced forger, but i'll take any help i can get. Here's and idea of what i want it will look like. Basically take the top and bottom concept from Narrows (Curved top floor) Add in some features from Warlock (mainly the camo section) Add in some features from Beaver Creek (The side doors of the bases that took you to the basment floors) And the bottom floor basically is a circle made out of tubes opened in the middle to meet in a bottom middle section where Custom power up spawns and above their is a hole from top mid to bottom mid. Anyone who would like to help with this map send me a PM or message here or via XBL. You will get credit. I'd post a sketchup but until this map is released i'd rather it be a bit secretive, at least in this point of development. I will probably post pics of some sort later on when its closer to completion.
Everything sounds relatively good except for the fact that you will be putting a series of tunnels in an MLG map. Whenever I play an MLG map, it is all about the rush and teamwork. When I say rush, I mean rush to team kill an enemy. Most MLG maps tend to be arena-like and divided by one main center point. Although there are alternate routes, such as yellow and purple base, they do not provide that much cover from a team. They are made to help team kill another person. For more information and help on building an MLG map, visit here. Edit: It sounds really good. Be sure to stop by my profile and leave a message saying you released it. I'll be sure to download it.
I'm very aware of the gameplay needed to make a good MLG map. And I see what your saying about the tunnels and i can see why you think that from my original post, just to assure you and anyone else who reads this and thinks the same thing, the tunnels aren't long and aren't just straight aways. The bottom middle room is the biggest section of the bottom floor of the map, their are "cubbys" inside the tunnels to provide cover and from the spawn point if you walk down into the bottom floor from your base the sniper is right there (On both sides, much like where Narrows has it's sniper placed) Essentially, the bottom is setup like the bottom of Narrows and is made for heated sniper battles to gain control of a portion of the map, This may sound one sided but thats where the "cubbys" come in. The "cubbys" will either have a carbine with 2 plasmas in them or a mauler (So far i think the mauler will overpower the bottom, so i'll decide during testing) and the Bottom Middle room balances out the power of the snipers when it comes to the tunnels. How? Because of the two side entrances from the tunnels into the bottom mid room and the "Drop-In" entrance from the top mid floor into bottom mid provides a steady flow of close quarters fights keeping the powerful sniper at bay (Same flow as the bottom floor of Narrows) Hope this helps you understand a bit more. And I appreciate the help and the link!