Hi everyone, I'm working on a 2v2 map and trying to teach myself better design concepts, particularly pathing. Quality pathing has been identified as a weakness in my previous maps. This one is just a little bit past block out stage, and it could use some play testing and feedback. In the past I've not been able to resist creating aesthetics as I go. It's difficult for me to stay motivated enough to work on a map unless it's looking good. However, I believe it has made my designs suffer. I end up less willing to change things during testing because of all the work I put into it. Therefore, I went against my nature to create Wild Goose first in block-out, and have been relatively light on aesthetics so far. As I am a relatively inexperienced forger, I am certain there are many issues and missed opportunities in this map. Please enlighten me. Thanks! GT: Tom Cinder Quick run-through videos: https://www.halowaypoint.com/en-us/...box-one/game-clips?page=1&gamertag=Tom Cinder
From what I can see, perhaps a few more elevation changes are in order? Maybe add some platforms on either side of small bridge to add cover/elevation. That long tunnel that leads you to the window could be raised and become the window, opening that ledge for a little more variability. Just giving examples of what popped in my head, mind you, I couldn't give you a more accurate assessment unless I hopped in forge to see what theme you're using
I liked playing this the other day, it would be cool if you added a way to get to each side by means of an elevated platform. And def don't add a sniper, lol