The floors are interlocked where it's necessary (and so is most everything else). The beta version that I built was non-interlocked, and as a result from many play tests I found where interlocking the floors would be beneficial for grenade throwing and movement. The double blocks only overlap each other by the thickness of a wooden bridge, which is enough to keep grenades from falling trough the cracks and at the same time minimizes the z-fighting that goes on when you interlock on Sandbox. I assure you this wasn't some half-assed job. Go back to your bleach. EDIT: Holy ****, Wesley Snipes hates my map.
How hard is it to get a wooden bridge to sit flush? Do you have to save and quit or can you use stacking?
You usually have to double-tap it a few times, because like the walls, they don't necessarily like to sit right up against anything when you first place it. Bridges work great for stacking to get to that specific height you want, too. I do a lot more stacking that save/quitting, just because that's what I prefer.
What an awesome map, I love it. But, the only down side for me is I don't have the mythic map pack YET, but I will get it next weekend EDIT by TexturedSun: Don't double post ...
This map looks like a spawn killing heaven. But it looks cool. Make sure to give 2 sec respond invinsibility.
i download this map and i must say it is a very good looking map but the gameplay value im not much of a fan but thats probably just because im not much of a fan of multilevel maps for plain old slayer but i think it would be fun for CTF. 4/5
you are aware that this is the same as the unrealtournament 3 last level map right just thought id share otherwise nicely done.
Yup, much was taken from UT3's Sentinel, but a lot had to be changed to make it work for competitive Halo 3 games. Good eye, sir.
WOW. This map looks amazingly good. Very nice aesthetics - beautiful forging and well designed game play. Definitely deserved the feature. 9.5/10.