Despatch V1.1 I have renamed this map to Despatch. It is in my fileshare if anyone wants to try it out. My gamertag is BenJ1278. "An abandoned but still functional UNSC spaceport." People from all over the galaxy used to come to this once bustling port. Supports: Infinity Slayer, Slayer Pro and Swat. I will add oddball soon. Despatch is a small to medium sized map with lots of cover and has good choke points. It has two levels where in the centre there is a hole to pass between them. There are ramps on either side of the lower level to pass between levels. This is the lower level This is the red spawn This is the blue spawn I have added ordinance drops which are shown below. This is an overview of the map Sorry that I can't do a full birds eye view but I created the map too high. Here's some more pictures Changelog: Added railings on side with pyramids nearest to spawn and added cannon men at the back of the pyramids and in the centre to pass between levels.
The upturned bridges in the centre are quite bumpy - you might want to fix these. Also, the Tunnel Braces used to travel between levels are off-centre with the bridges - lining them up properly would make the map look better. I noticed that there were a lot of pieces sticking out all over the map. You might want to tidy them up a bit, or use alternative pieces if they're too big. Red Base seems a bit too awkward. Upon spawn you could be facing one direction or another, and until a red player moves out of the base, they don't know which way they're facing. I think you should change this around so Reds always spawn facing one direction only. Some other pieces throughout the map aren't lined up well, so you may want to fix those so you don't bump everywhere. There seems to be a lack of cover in the middle of the top level. I'd imagine players would want to stick to the sides where it's a bit safer. The bottom level is plagued with walkways, with not a lot of room to move about in. You could open this up a bit and possibly put something down there that'd attract players to the location. I know I've pointed out a lot of things I think are flawed, but if you made a few improvements I think the map will be a lot better. I like the overall design of it, with the two levels that are easily accessible. If you just open them up a bit and offer more routes for players, I think this will become a decent map.
I noticed the things Kazerra mentioned: lots of snags on the top level (hard to tell when sprinting, but walking will show them well), red base disorientation, general tidiness. I did really like the blueprint for the map, though. The center structure that allows players to move between levels is really gravitating. If you added a bit more cover up top, just a few blocks/walls/columns, it would play very well (I think). There's just no incentive to move in the "open", which in your case will make fights few and far between with no hub of action. I think you could add a new spawn platform behind red base to allow the team to spawn together and facing the correct direction. Alternatively, and what I believe would be best, is work with the lines of symmetry when spawning. Instead of having the teams spawn asymmetrically on the front and back of the map, move them to the sides. This way, all the structure you created for "bases" will be more open to gameplay (blue doesn't spend much time hanging out in red base and vice versa, but there is always action in the middle of the map). As it is, going left or right at spawn is absolutely arbitrary; but, if you switched spawns, red base would be CQC central and blue base would be marksman heaven. If you make the spawn areas in the duller point on the map, the more interesting areas will see heavier use. I believe switching the spawns to the sides would solve a lot of problems. As a final detail, make sure you can always, always walk unobstructed. The exits to red base and the corners of blue base and the center ring snag me up real bad. If I'm trying to outstrafe someone on the other side and step in those zones, I will get very frustrated and very dead... ed. Just do whatever you can to make movement smooth. I would suggest sticking with this map; I think it has great potential. The design caught my eye when browsing. Let us know if you decide to update! BONUS: A map with some suggestions Spoiler
Sorry I haven't posted any changes yet but in an attempt to rename my map I've managed to delete the changes I've made recently so I will make the changes tomorrow and hopefully I can post the changes on Saturday.
I have updated my fileshare and have changed the name of the map to Despatch. I will update this post tomorrow with new pictures and a list of ordinance drops