Hey guys whats up I'm back for my first map preview of halo 4 and 2013 and to kick it off i'm showing a map I just finished named Hanghigh. Hanghigh is a small Asymmetrical map built for 1v1, doubles and other small teamed slayer games. The map is based around a poor colony design, i wanted the map to look old and poor and took a lot of inspiration from the mass effect 3 map "Firebase Ghost." The layout has blue team spawn in a bar at one end of the map with slightly more hight advantage then the red team spawn that is in a warehouse, but the map is set up so that blue team has slightly less cover. Red team can also easily get up onto the upper level by a gravity lift and a ramp. The only power weapon on the map is a sniper, i avoided shot guns since the map is small, i didn't want the a weapon that would be too overpowering, a sniper seemed just right for this map. Most of the weapons on the map are DMR's, ARs, Carbines, etc To download this map all you need to do is search for its name "hanghigh" or look on my file share, which is Silent5Layer18. To be sure it is my map the author will be me.
I took a look at it and I can most certainly say you nailed the theme you were going for. Additionally, kudos for building your map in that unique location. Generally, onesided asymmetrical designs like these don't fair well in 1v1 slayer gametypes as gameplay is centered around constantly controlling the upper ground without motivation to travel elsewhere. The probability of that happening here seems even higher given that respawns were weighted to the lower level and there were very few methods to move between levels. Unfortunately, both of those ways involved an immediate height change making the upper floor all the more simple to control. That isn't to say that this kind of design will never work. I think what you have here is an excellent start, but I also think you will need to make some additions to reduce the power that the upper level holds. A strong counter position coming from the vacant side of red spawn, restricting LoS on the upper level, repositioning sniper at red spawn, etc. Obviously, none of that is certain as I have yet to test it. Invite me if you ever want some testing done, man. GT: basketskate3