Well, I've been trying to "complete" this map for some time. I intend on submitting this map to ATLAS to try and get it into Matchmaking. I want to make something that was simple, yet complex and competieve at the same time, and something everyone could play, which ruled out Sandbox. So, starting Foundry, I built and built, until we have what I have here - Regret V1. Designed as a small FFA and Team Doubles map, Regret sort of turned out the right way. While it is fully functional (spawns, obejctive points, etc.) what playtests I have done have turned up one complaint above all - its too open, and too simple. Herein lies the issue - my noggin is kind of dry as to what to do. While I can see what they mean, I have no ideas as to howto solve it. I simply don't know what to do fom here, without making the map feel cramped, or thrown togther. So I'm asking for help here - I'm going to post some pictures of the map below, and a link to download it as well. If you'd be so kind, take a look at the pictures, or even download the map, and make suggestions as to what to do in order to well....finish Regret. Hell, if you're feeling extra generous, feel free to add or subtract fromm the map in order to illustrate your point - anyone who does so and whose idea I keep I will make sure to give credit to. So, here is the Weapons List: Battle Rifle x 4 - One with a respawnof 180 sec Carbine x 2 Needler x 1 Mauler x 2 Beam Rifle x1 Spartan Laser x 1 Brute Shot x 1 Plasma Pistol x 1 Magnum x 2 Plasma Grenade x 4 Frag Grenade x 6 Bubble Shield x 1 Power Drain x 1 Overshield x 1 The Pics: From Octogon Corner [/URL] Forklift Corner [/URL] Base Corner [/URL] Lift Corner [/URL] Download Here Regret V1
You'll probably want to repost this map here, seeing as this is the wrong forum... Competitive Maps - Forge Hub
He wanted help doing it. The thing I'm seeing looks like a bunch of structures thrown together...you may want to restart from scratch, design your map with lines of sight and flow and such. When you build it you should have a better end result. I could be wrong of course but the thing that makes me think that is that above the structure at the bottom mid, you can just stand there and shoot...if someone starts shooting you, you could just drop down. Try to think about risk vs. reward in all situations, and how successful maps have utilized that. It's not the structures that make these maps successful.
It's not ready to be put there yet, as it isn't "complete". Also I'm asking for help, not for actual ratings or actual, counts-for-something downloads yet.
That's not what I managed to understand from your post. As for the actual map, putting immovable barriers next to boxes is useless, and those corner walls on the ground by red base are too close to be used as a cover and are an obstruction. Overall its a bit too open, and the bridge platforms in the sky everywhere certainly don't complement that. I personally would try to restart, but possibly keep the bases and give them a touch up.
Looks like a decent concept except it does have some potential errors. For example the design and structure layout probably flows rather poorly. Also all the structures are about the same height which ads up for some line of sight problems. You've placed the spartan laser in what could potentially be a low risk position. As with a BR at the top platform. Consider switching these around. That way if a player wishes to retrieve the laser there is a high risk for a large reward. Also if you have an opportunity to switch the teleporters for walkways or what not then you should really consider it. Teleporters can be confusing and should only really be used to traverse large maps. Teleporters could potentially carry a few problems with them too. Such as camping behind them and assassinating anybody who comes through.