This map has been a long time working and instead of being up a river with spawn and game flow issues I would like to get some input from someone who knows and is VERY good in these areas. I have read the theory threads and taken feedback from the Matchmaking community to form a basic strategy however still need PRO tips and tricks to get the %100 right. This map is a remake and re-creating the feel of the original is paramount. If you know anyone who would be helpful message me here or on XBXLVE GT Vesicles. Super #1 Thanks Spoiler
By reading it, I'm not exactly sure what you want specific help with but hit me up when on on xbox live and I could most likely help. I'm pretty good with flow and player movement though I don't usually work with vehicular based though thats just my preference. From the picture it looks pretty great. I would be glad to check it out to allow you to work with my resources and thoughts as well.
Thanks for the offer; gonna hit you up sometime soon and show you what I mean about recreating the feel of the flow. During a game on the original map there where certain spawns and situations which became staple moves; like on the Pit when you start; you rush Rocks - if you died you usually spawned near Sword if it wasnt already contested. If Sword was contested you would spawn near/in your base. This is the kind of problem I need the help with - not going for perfection, I just want the feel. Like how you made a map that really feels like the Pit (nice work btw). Anyone else who thinks they smell what I am stepping in should throw a bone this way
Oh. Like respawn areas and whatnot. I get it. I just thught you needed geometry help. I can still help a bit.