Weapon List 1x Shotgun, 2x Sniper Rifles 2x Designated Marksman Rifles 1x Needle Rifle 1x Plasma Pistol 1x Energy Sword 1x Focus Rifle 1x Rocket Launcher 1x Grenade Launcher 1x Needler 1x Plasma Turret 1x Machine Gun Turret 3x Plasma Grenades 3x Frag Grenades Power-Ups 1x Active Camo 1x Overshields Please note some of the grav lifts and cannon men have been changed/replaced since these images to improve the map, Map Description The map features 3 levels , a lower section which has cannon men etc to work your way around the first level and to get you to the second level. The third level of the map takes you around the entire space of the map which is extremely handy if you have a sniper rifle at hand. The map has various positions which you can snipe from. The power weapons are spread out to ensure each player has the best chance to acquire one. The sniper rifles have only for rounds so you need to make each shot count. Spawn points are spread out over the map but each team to begin with (Red and Blue ) start at opposite ends of the map.
Could you post a few more screenshots, and maybe a description of the map, also explaining weapons, etc. that are on the map?
This map looks too linear. There are little to no flanking routes or cover, so the first person to get to the top could easily wreck everyone else. In the future, you should consider things like these to make better maps. I wish you luck in your future forging projects, these things take practice.
I think what you need is actually more map, because at this moment all you have are platforms, buildings and rocks strung together. As the gentleman above mentioned, the paths through the map are far too constricted, and gameplay will most likely result in jetpackers flying around everywhere. The way you have it now, movement around the map is too dangerous for the players because one point on the map is visible from most, if not all, other areas of the map. With this, players will find freely moving (without pressure from enemies) around the map very difficult, and are fully committed to combat situations (because escape routes are very limited). If you're new to The Forge, try physically building from the ground up, before attempting completely free-standing maps. For newer creators, the natural environment, though it can be a harsh mistress, can often be your most valuable asset. Another key point is to try and use the pieces you have been given in unique ways, instead of bland presets. One thing that may help you is to try and create your own style, to help separate your maps from the rest of the lot.
Here are some links that could help you to improve your competitive maps, and to get better in forging in general. Hope it'll help you! Click me. Don't forget me. I'm also important. And so am I. And you know what. Click me too. I have all the cake.
Way too many power weapons, and zero cover. The map is way too linear, and doesn't seem to be put together that well. However, the glitch with this canvas map was utilized quite well, and it's only the second time I'd ever seen this canvas map used.
This map has too many linear pieces, by the looks their is plenty of path jumping and z-fighting with the humungous lack of cover and use of only small ramps, buildings and long pathways making the map unbalanced which is further hindered by the vastly unresonable weapon set, in this case the map is going to require much editing too better suit your map. The good part about this map is the location choice. This map has a very good position since the Forerunner structure in the back gives off a good view asthetically.