Hey nice map this looks very very neat and professinal.The interlocking is amazing and complex.The stairs interlocking with the walls looks really good.But I have some suggestions.Well I think you need some more aesthetic touches.Like for example wire sppols,crates ,barriers,etc.Also I would like to see a double floor or some structure made because the whole map looks amazing but on the inside really plain.But nice map and good for an intermediate person.7/10.
Thanks, the interlocking took a long time to get right, its nice that people notice and point it out. I am looking into aesthetic touches like crates etc but don't want to flood the level with cover (as I designed it with construct's long, bare corridors in mind) or make it escapable, so any specific suggestions as to where to place a few items would be appreciated. With regard to another level of structure inside the level, this was something I wanted to avoid as it would make the level even bigger, eliminating the almost flat plane feel I am going for, I wanted a 1 level map with varying heights, but effectively open air. Also, I don't really have the resources to do any more structural work on this map
Looks really good, Pegasi. I'm definitely DLing it and will return with some more comments and thoughts after i run around it a bit. Keep up the god work!
Yeah, some aesthetics,like crates/traffic cones,would be good. But me and my friends just played some 1v1 on here and the spawns were no problem at all. Also, 2v2 KOTH and Oddball are great fun. I would also recommend more Oddball ball spawns, like in the Shotgun tunnel or on the low side of the shortened staircase. We edited the map(just for a test,we didnt keep it like that)for a 3 ball varient and it worked great. Just sayin, but its still a 5/5
Based on what a couple of people have said, my own games on this level and feedback from a couple of friends, aesthetic touches have been added- crates, wire spools, dumpster etc. Not so much as to crowd the level as that was something I wanted to avoid from the start but to make the top middle position a bit more attackable and to give a more finished look and feel to the level. Downloads have thus reset but it was at 40. This is a great response so thanks to everyone who downloaded and/or commented, I hope you all enjoy this improved version.
Very nice map =] btw, dunno about everyone else, but the lower download link didnt work for me, top one is fine though (first post on fh =D)
Yeh, soz about that, I forgot to change the lower download link when I changed the higher one after I added the finishing touches. The link it fixed now. Also, does anyone know anything about graphics for levels? I'm keen to get/make graphics for my levels to go in my sig. Any help or tips on how to do it myself would be greatly appreciated, a couple of people have them and I think they're really effective for making maps appealing to look at.
This looks flawless.. great job man, i love maps that use interlocking to create flooring on angles, this also looks like it coould get hetic really fast. Great job
Wow, it's very open plan, has a forerunner structure type feel to it. I find the central diagonal section really well thought out, it's really strange the way it gets smaller, interlocking is fine and over i give ye 5/5
Yeh it used to be even more open till I added the crates, spool and dumspter. The diagonal section was going to straight but I didn't plan well enough, as it is I kinda like how it turned out, means its a bottleneck that opens out into the back of the map, otherwise it would have just been 4 square corridors with a linking diagonal. I'm actually glad I deviated from the plan this time. Oh and thanks for the positive feedback on the map. EDIT: Now up to v1.3, spawns have been fixed for up to 4 player FFA (or 4 teams if you want but its not recommended) on all gametypes.
Wow. This map is one of the cleanest "small maps" I've ever seen, and I definitely love it. Being a creator of small maps myself, I have a few things I'd like to point out. The cover you've placed fits the bill quite nicely, and the fact that you used soft objects for cover is great and to be commended. Leaving the objects (sans dumpster) movable definitely enhances the "construct-style" flow you're going for, because they only partially obstruct the corridors (since they're movable). I'll hopefully add more stuff to this post after I've Forged through it and maybe playtested it. But from the pictures, it looks like you've done an excellent job.
This is exactly what I was going for, thanks for noticing. Sometimes the cover has gone or gets blown aside and its really disorienting if you're used to the map, especially on king of the hill as the objects are relied on very heavily for holding the hills. But every so often you are lucky enough to get 2 objects instead of 1 when a new one spawns before the old one goes. As the cover is so integral to the map, when it changes even slightly you must adapt. Thanks for the descriptive and concise response Debo, as well as the kind words.