Map Title: Ragnarock This is the end. Download Map Description: A symmetrical map inspired by Valhalla (hence the name), Blood Gulch and Congulaton. The general idea came about from that somethng that always annoyed me about Valhalla was that the towers were pretty towers in appearence only. The decision to place objective points on top of the towers gave a creative reason for the Hornets, this in turn inspired alot of the weapons and vehicles (Warthog Gauus, Spartan Laser ect.). So far I've only test played it with a few friends on Slayer and CTF however it is made for All Gametypes, if theres any problems on them (I recentley noticed there was a few capture points at the bottom on territiories.) feel free to tell me. Any suggestions would also be appreciated. Any way heres some pictures. Full View: Ragnarock Middle: One of the Towers (Both are identical on outside):
this map looks really open also have walls for floors is usually a bad idea because they move after you save and become bumpy you should make the floors with blocks and add a little more cover in a v2
Yeah for the wall thing i didn't find that out until after I'd made it, though i haven't actually noted them becoming bumpy so i think i might have got off safe this time. I hit the item wall in forging this so sadley any changes i make will have to be a recreation bar minor item moving or displacement.
jacob i like this concept. add (Triple X NOXIS) i would like to help you make a bad a** V.2 (only if you want) it would be appreciated
It looks nice, but the map seems a little narrow. I would suggest that you make it a little wider- imagine driving a warthog- you either hit a block on the ground or collide with another hog, you get thrown off the edge, makes it seem like that map is for jousting or something.
I like the idea of it but it does seem way too narrow. You must have more budget/items that you could use to build the map larger.
I have more items and budget but hit the thing where too many items are placed out, so it means even if i delete something i can't build anything new. I'll probabbly rebuild the map as a V2 later however I'm trying to see everything that could make it better.
I like the idea but it is really narrow. If I were to make a v.2 I would make it wider and possibly add another level to it. Right now I am mostly concerned with accidentally falling off.
Ummm.... I don't know where to begin. This map does NOT look like it has hit the limit on objects. Hopefully you used canvas or something. This looks more like a conquest map than anything and as others have said it is waaay too open. If you could I would delete some vehicles or killballs or spawn points or anything for that matter and add some more taller cover and some sort of rails... I'll DL later and write a gameplay review. I'll also mess around with it in forge and see what I can come up with.
It hit the limit because i attempted to write something out on the floor with weapons, that didn't work out and i accidentley hit the limit, really a stupid mistake on my part.
You really hit the item limit? That's hard to believe, as there's not that much stuff on there. I'll have to go into forge with it to check it out. What you should do is make this down on the actual sandbox level, that way you're not wasting so many items just building the floor, and you can have more vehicles and aesthetics. I haven't gotten a gameplay yet, but I will later, I'm sort of busy. Right now for the appearance I'll have to give you a 3/5, looking forward to a V2! -Flip
Might I suggest deleting the stuff on the floor? If you added long wedges and short wedges to out line the /\/\/ effect you have going and put like a short ramp or something at each intersection it would drastically improve. Also respectively colored columns and obelisks would be cool with a shield door in between to break the lines of sight occassionally. Also some deviation from the /\/\/\/ might be good.
I didn't run out of items, i hit the limit where too many items have been placed on the map, the one where it doesn't matter if you delete them. I can't remember what it's called. Anyway thanks for the suggestions and feedback, I'll definatley take it into account when building a V2.