Seigeway is an opposite/symmetrical map designed with CTF, and Team Slayer in mind. The spawns work well under any gametype of CTF and TS with up to 8 players. Aspects of the map force multiple vanish points in the map for amazing BR fights and strategical jumps. Teams of 4 must wittingly finagle the flag from the bottom of one base throughout the corridors of the infrastructure then finally traversing the slope downward to their home base. This map has been tested over 20+ hours by multiple people and multiple teams, although many bugs may remain. If you come across any major issues that play a key role in degrading overall gameplay quality please signup and message me on my website at HaloScene Its the only way to get ahold of me where I will be staying. Send me a PM it will forward directly to my phone. Seigeway >> DOWNLOAD NOW << Map Inventory: Battle Rifle x4 | 30 seconds Carbine x4 | 30 seconds Sniper Rifle x2 | 150 seconds Rocket Launcher x1 | 180 seconds Plasma Grenade x4 | 30 seconds Frag Grenade x4 | 30 seconds >> DOWNLOAD NOW << This is from Blue Straight looking opposite the map toward Red Straight. Here is a view of the Sniper perched along the outter edges of each base. This is a view from the Blue base Platform toward the top-mid cylinder wheel. These screenshots are from a pre-public release of the map. Differences may be found. **EDIT** >> DOWNLOAD NOW << MORE SCREENSHOTS! This map was created by: TheElfPunk & tHeSoz3r >> DOWNLOAD NOW <<
This is.. unique. That's the only way i can really describe it right off that bat. Your interlocking could be alittle bit neater, as well as the layout.. All of it is just kinda random like you just threw it together, i mean the gameplay seems great, but still kind of worries me. I dont know what im talking about, just sort of rambling.. Good job on the Forging, ill check it out
If you meant interlocking, then i would agree. I mean i haven't played any games on it yet and it probably isn't a big deal it just makes it look better. If you legitimately meant geomerging^^^^ then no. just no. It really doesn't make a difference on this map. Despite the fact that its annoying to geo in the skybubble. The map itself look pretty good. I really like the "donut" if you will. Pretty sexy. Ill download this and probalbly play it but it seems like 9 times out of ten, one team could get top control and just spawn kill the other team every time. This might not be true due to all the pathways you added to get to the top but it just looks like it. Another thing that i thought might be a littel overpowering is the sniper. If you could get it up top it would just re-enforce what i was saying above. I really didn't catch to see if there were any other power weapons on the map that could easily combat the sniper. Forging wise the map is ok. There could be some more interlocking like mentioned above but my real issue is that some of the pathways up top look a little sloppy. I be wrong or it might not matter but again i reach the point of it looking much better. Besides, sometimes pictures can be decieving. All in all i would say good job so far but thats as much as im goona say before i play it. Keep up the good work. EDIT: I just noticed the rockets up top which has great risk v reward and Balances the sniper a little. Below Are some pictures of things i noticed... After looking at you're walkways... This is actually the only one i had a problem with. It just seem a little sloppily done. I think the obelisks need to be straightened a little. With this... I just didn't know what this was for and i think it should probably be taken out. Unless it makes a difference gameplay wise of course. OK. thats it. HeCtic's super long map review is over...FOR NAO! Ill download and hopefully get back with some comments on gameplay.
all i can say is, WOW! but since that would be considered spam i think ill add alittle extra. the name didn't grab my attention much, i clicked on this prettymuch because i was bored, but anyways. you fit quite abit of platforms and walkways into a considerably small space. One thing i love about this map is that it has multiple layers, and that they all can interact with eachother. the map is very pleasing to the eye, epsecially that big circular thing. i am wondering how crowded that gets in a normal mlg game because its got the rocket spawn, and its at the top of the map.
...what he said yeah, i no u made no sense but this is actually exactly how i felt! It looks kinda large, but relatively hectic, like The Pit and Guardian just kinda thrown together. I reserve judgment until I play on it, but i worry people will be repeatedly funnelled into the wrong areas all of the time. (ps the forging seems ok to me) yeah and all the DOWNLOAD NOW things kinda put me off, the pics should sell the map, not massive adverts
This map looks to need some work before its completly playable IMO. Great post though, well forged for the most part. Only some minor clutter would be my only complaint visualy.
I think there are few objects that are unneeded but dont worry about that at all, I love the "doughnut" made out of stairs its so sweet.
This map feels very big and well placed throughout the entire map.. nice clean interlocking.. and nice asthetics and creativity..
Good map for some mlg ffa !!!! i love the lot of bridge and you have a lot of way to fall of to your map !
You definitely know how to forge. There is some very smooth interlocking on this map and the cylinder structure looks great and makes the map stick out. I can't get a feel of how a game works from your post. A couple of overhead shots would be nice and a description of the starting spawn points is always helpful. I can say no more until I have a chance to play it. Keep up the forging
Hey this map seems a little...oh...thrown together. The main reason i am posting this is that that upper level (the donut), i have made a map with that exact same thing on it before. It isn't posted or anything. It is called Nexus. I guess great forgers think alike eh... The forging could be cleaned up a little and maybe make some walkways with a little more purpose...less extaneous stuff you know...don't forget reward vs. risk...like the rocket spawn (top control with rockets?). I know it worked for construct but it is far different.