Welcome to my new map, "Fathom" This map is completely symmetrical and consists of two levels. I knew what I wanted to do with this map on the top floor, but not on the bottom. I wanted to make a powerplant at first, but my aesthetics were lazily made and lacked creativity. Soon I realized the bottom level was way to big and didn't have enough cover, so I re-constructed it completely. The top level was nice aesthetically and it looked like the bottom level didn't fit at all, the top level had a lot of color,while the bottom didn't. I put this map through a lot of testing to make sure everything was good and ready to go. Weapons: x2 DMR x2 Plasma grenade (Located on the bottom level, directly under blue spawn.) x2 Needle rifle x1 Shotgun (Respawn: 100) (Bottom level, located directly under red spawn.) x1 Energy sword (Respawn : 120) (Bottom middle, you can't miss it.) x1 Magnum (Located on the bottom level, next to a rock statue on blue side.) x1 Grenade launcher (Respawn: 120) x4 Health Pack Please download, enjoy, and be sure to leave feedback if you liked it or didn't. I encourage constructive criticism. Thanks to the testers, which were: Paranoia_UK and timmypanic. Pictures: I tried to get creative and come up with an aesthetic grav-lift. NOTE: Do NOT jump down, it is for going up only, you could possibly get stuck.) Roof of top middle. (Look at it more closely.) Red spawn. (Same as blue spawn.) Glass walkway/ spawn. Bottom Middle. Overview of top level of the map, with weapon locations. (Bottom level weapon locations at the top of the page.)
This map is awesome. The aesthetics are great, i especially love that glass hallway overlooking forgeworld. This looks really good for competitive play, and i love your weapons choice/placement. I notice you used an overshield )and probable camo) to specify bases. This is a good idea but i noticed when i was making a map one time that the power ups tend to "disappear" or become cheap looking from a distance. I obviously can't tell from the pics but i suggest getting as far away as possible from them but still be in eye contact to test the "rendered-ness" of it. But other then that it looks super great.
Thanks for the comments. I didn't want to use lights to specify bases cuz they tend to make it laggy in-game, and they also ruin the natual color of the map and light up objects and make everything look red or blue. I don't really like that. Except if I'm going to use one color to represent the entire map. Thanks again.
Hello, this map is looking really good. I enjoyed the layout in testing. The curved tunnels with the cannons were awesome and I liked the aesthetics. Weapons werent overpowering and were well placed. Excellent work. Also nice work on the post.
Thanks timmy, I appreciate the help. I was trying to make the weapon placements as fair as possible, by putting the close range weapons on the bottom, and the Medium to Long range weapons on the top. I appreciate the feedback.
Great job on this map! i love when people incorporate the tincup/grass into their maps, it looks really cool. That curved windowed hallway also caught my eye and i like how the weapons are fair and nothing to overpowering. Nice job on this and keep more coming because i like these kinds of maps
Thanks man, I appreciate the comments. I thought the glass walkway/ hallway, would really spice things up and get peoples' attention, so I decided to add that in as the main spawns. Thanks again.
The aesthetics are awesome, not to mention the epic grassy room. However one thing i don't like is how looking at the top floor breaks the flow of immersion. Another thing i think Might be a problem is splitscreen lag, it wouldn't be as fun. Other than that, i love the top floor roof is cool with a rocky substance. I'll DL and check.
Thanks for the comments, but I' pretty sure that splitscreen won't lag. I don't see any reason it should, seeing as I didnt go overboard with the glass and I didn't use any lights. Thanks again