Cyberdyne Map Link:http://www.bungie.net/Forums/posts.aspx?postID=18263265 Symetrical map set up for all gametypes, good for CTF, Assault, Territories, Team Slayer, FFA. The map uses a raised walkway, with the sword located at the middle, It also features opposite sniper bases, 2 Mongooses (Mongi) for quick captures, a shotgun, frag and plasma grenades, 2 maulers and multiple carbines and BRs. It is generally suited to more competitive play so BR starts are recomended but not essential. Interlocking was used to create map features like the Carbine Ramp, The raised walkway and grav lifts, etc. Items list: 7 BRs (6 Asymetrical) 3 Carbines 1 Shotgun 1 Sword 2 Snipers (1 Asymetrical) 2 Maulers 2 Mongi/Mongeese/Mongooses Screenshots: Overview: Grav lift: Closeup: Mongoose Spawn: Sniper base: Sniper Bases: Flag Spawn: Shotgun: Carbine Ramp:
This whole map was made in the last 2 days so it hasn't really been tested as much as I'd like it to be, if there's any little issues or if you have any suggestions for power weapons changes, etc let me know because I'm open to any suggestions. Thanks.
This map looks really well made and looks really fun. I was just wondering how many people do you recommend?
Wow, the map does look extremely well made. The interlocking is nice. But can you post a weapon/equipment list for the map? ty =]
The "towers" are only there to show team's sides. the sniper "bases" really just where each teams' sniper spawns but you'll get base to base sniper battles occuring, in asymetrical gametypes there is only one sniper in the center where the middle BR is located in symetrical gametypes.
i like this map it got this feeling to it and the overshields and invis make it feel like those things are actullay tower pardan my spelling i cant spell but i read at a collage level aint that some
This looks promising.. I like all the interlocking you did. Reminds me of Different Levels a bit. Definately gonna DL tho and check it out. GJ
this map looks good right now, with a little bit of more interlocking on the walkways between the doubleboxes it could look even better
Awesome map dude. everything seems to be interlocked correctly and well. I especially like the sniper towers and how they signify red and blue base. I did that once for a remake of an unreal map, but i didnt interlock the oversheild and camo. Anyways good job :[|]
I got a chance to do a forgethrough this morning and I'll give a little critique: Overall, I liked it. For only being made in a couple of days, I'll admit that I'm impressed. I would have liked to seen the running surface interlocked, but as it is it's not too bad. The towers are a nice aesthetic touch and the merged angled boxes with the grav lifts underneath them are my favorite. I may have to steal that idea sometime. At first I was like, "Three sniper rifles?!", then I saw that you have different gametype settings for them, and I relaxed. Very nice. There were a couple of things I thought I'd bring up. The first being that the CTF settings are not properly set. You've got a fourth flag spawn/return point in it's default Foundry location outside of your map's playable area and it could most likely affect a multi-flag game. Also there aren't any respawn areas set up for CTF, and that can allow for some pretty bad respawning situations, like spawning at the enemy base, etc. I'd also recommend that you move the two flag spawns from each of their respective lower level bases to higher ground. With the Mongooses added, it would be over pretty quickly with the current setup. Assault looks to be the same way. Something else you might want to consider is creating a central level that is above the others. it might add that little something for players to want to battle for; height advantage. Other than that, I really didn't see any major issues. When I play a proper Team Slayer game here I'll let you know how it went. Nice job, sir!
Thanks alot for the feedback, I apprieciate it, I hadn't done much playtesting, none at all for some gametypes, so this will be a big help.