Compound 8

Discussion in 'Reach Casual Maps' started by Schwarz2POINT5, Mar 6, 2011.

  1. Schwarz2POINT5

    Schwarz2POINT5 Forerunner

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    This is Compound 8. Where the zombie apocalypse begins (its an Infection map). You are meant to stay on top and not fall down, as this will lead to impending doom (There are kill zones if you fall off). This map features a need for jumping to get around, its an experience you must... experience..So try it out! Requires basic 'Infection', built right into the game! On ForgeWorld, so no DLC required either! This is my first map, so please, give hard criticism, tell me whats wrong, please! Tell how it could be better, what would change? And please dont say ' the whole idea that your map looks like it was the leftovers a 4 year old leaves when he doesnt pic up his toys'. Thats what i was aiming for, almost.

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    #1 Schwarz2POINT5, Mar 6, 2011
    Last edited: Mar 6, 2011
  2. Mulelish21

    Mulelish21 Forerunner
    Senior Member

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    For future reference, infection based maps should be put in the causal section, that's just where they go, it's in the unwritten rules. On to the map, I understand their are killzones but you should just make the map float over nothing just to avoid confusion. Also I understand what you were going for in terms of apocalyptic design and such but it just looks like poop IMO. You should try and think or even make an organized map and go through and "trash it up neatly" if that makes any sense. You shouldn't have to jump every five seconds to get around like it appears from your pics, that gets old quick. But a few here and there isnt bad. Overall I think you just need to have an aesthetic makeover and your map will be improver greatly.
     
  3. Bloo Jay

    Bloo Jay Ancient
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    Moved to Casual maps
     
  4. Schwarz2POINT5

    Schwarz2POINT5 Forerunner

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    I understand not many maps are simular to this, but the jumping around ought to not be such a problem. Im sure that if games were played here, with 8 players, it would not be a problem at all. As for the 'make it over nothing' idea, it was made this way so that it adds to the 'jump a lot' idea of the map
     

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