4-10 Players Asymetrical Playes Team and FFA Gametypes(the ones above) Download Oversheild - 240 Sec. Rockets Launcher - 180 Sec. Sniper Rifle - 120 Sec. 2x DMR - 60 Sec. 4x Battle Rifle - 45 Sec. 2x Assault Rifle - 30 Sec. Plasma/Frag/Pulse Grenade - Random Download I would love to hear lots of feedback and get some tests going!
Alright. I was able to take a look at the map. Overall, I like what I'm seeing. The map has a good layout and I love the way you mixed the rocks with the forge pieces. I do see a couple of issues though. - The rocks: I like how people can get up these but the inclines you made that will allow people to get to the top are too steep. You'll know that a piece is at the best/right incline if a player can jump while walking up. - Yellow tunnel: I'd remove the walls in the middle if I were you. They're unnecessary and gameplay in that are would be better if they're gone. There are also some bumps in yellow tunnel. - Spawns: In both red and blue base, you mixed neutral spawns with the other initial spawns. I suggest moving these neutral spawn points because in FFA, people could possibly spawn right next to each other. - The tunnel pieces: I'm honestly not sure about how I feel with these. I can't decide whether or not they fit with the rest of the map. I would suggest lowering them a bit. So that their inclined area won't be visible. It just looks better. - Out of place 2x4: You placed a 2x4 in the map to block off a long line of sight. This is good and the piece serves its purpose well. But the block looks very out of place and just comes off as lazy cover. - Oddly placed wall near red base: You placed a wall near red base that has 75% of it buried in the ground. I don't understand the purpose of this piece and I suggest that you remove it. - Z fighting: There's some Z fighting in some areas of the map. Nothing big but it's fixable. Despite these issues, I actually really like the map. Good layout, aesthetics and, hopefully, gameplay.
Same comment from 343, all those walls are line of sight blockers that I'm leaning toward getting rid of whats z fighting?
Z-Fighting is when the surfaces of two overlapping objects meet at the same level, which results in a flickering effect. It's called Z-Fighting because it most commonly occurs on the floors of maps, which is the Z axis, and because the flickering makes it appear as if the 2 objects are fighting over that space. I agree with Zandrils feedback, especially regarding the blocks and walls you have bisecting pathways. The map will play better without them.