And all that could have been Alright. This map is about 90% Impact pieces put together; something I wouldn't normally post here on Forgehub, but I think it fits together nicely. I will admit that I had no layout in mind when I started forging this, but despite that I feel it came out decent in the end. The map is symmetrical, with corridors branching out from the center 4-way piece. There are 2 main levels in which for players to run around, though the higher one varies, unlike the bottom floor. There are also 2 small sections linking the upper and lower levels. Other places like this exist, but do not have their own floor, say to speak. Anyway, the map is meant for a Flood game variant, but I have not created it or tested it yet, this post actually -is- a preview; though I will put the map up in my fileshare as I would like some feedback on the layout and anything else you feel the need to comment on. For the gametype, I was thinking that the humans will take 3 hits to kill, but will not regenerate their shields. Normally this would cause the flood to lose, but I feel there are enough places where flood can traverse where human cannot to make up for this. This is always subject to change. On to the screenshots! Let me start by saying that screenshots do -not- do this map justice. Is it super complex? No. Original? Probably not. But trust me, if I had a capture card I would have made a walkthrough video and posted nothing but that. That's one of the reasons I ask you guys to download the map and walk through it for a couple of minutes; see all the little things, and get a better idea of the layout. SCREENSHOTS Spoiler Overview 1 Overview 2 Central room, bottom floor. Low gravity in the glass portion allows you to jump to the upper level from here. Green corridor. Not much to say; it's a hall branching off the main room. Orange corridor. Same as the green one but on the opposite side; I zoomed in on this image so you could see the end a bit better. Red corridor. A circular path branches off of this hall partway through. Part of the circular path branching off from red corridor. Again, the map is symmetrical, so this exists on both red and purple sides. End of red corridor. Central room, floor 2. Orange hall, floor 2. End of orange hall, note the dropoffs. You cannot jump back up once you go down, though it isn't all that hard to find your way back. Looking off one of those dropoffs towards red side. I will have kill zones [soft] on top those braces to prevent camping. A closer look at the same area. Red hall, floor 2. Red hall, floor 2, part 2 (the part over the hill) Same image, but from the other side. Kind of. One of the 2 mid-sections. This passage allows players to move from the 2nd floor to the 1st floor. The gametype I have in mind also allows zombies to move -up- passages such as these as well. A couple notes. I may not have zoomed in on all the openings in the different floors, but there are several holes in which humans or zombies can go through to switch floors; humans only can go down, zombies can go both. I will try to point them out in my glorious paint drawing below. Basically, this tells you nothing because I rushed it and I suck at paint. Load up the map and look at it! To download: Search Kronos 001. Thanks everyone. Note: Name will change, I was listening to NIN at the time. Name is And all that could have beensc in the fileshare. sc because I renamed it for the screenshots because the screenshot extractor confuses me.