I'm tired of all the typical Forge spots, like the Quarry. I'm building in the cave, and I had an idea where the cave would house an ancient temple at the end, which is sealed off and serves as the spawn for one team, and the entrance to the cave is where the other team will spawn. There will be two levels to the map. I was wondering, though, how to actually build a map in there. I already built the entrance and it looks pretty nice, so I don't want to abandon the map idea I had. Any suggestions, or perhaps links to maps built in the cave?
I suppose you could always build some cool rock columns and man-made supports. Maybe you could make it look like the area is being mined out? Just a thought. You weren't very specific with your question, so that's the most specific answer I can give you.
Making it looked mined out could be a good idea. I was wondering if there was any way I could fill the map in a way that makes it look as though people have been trying to enter the temple, and failed over the years.
Maybe try using some rubble, to show that people had tried to blow their way in. That's about all I have. I would suggest making it look old and run-down as well, but Im not sure how one might pull that off in the Cave.
Sounds like a cool idea , I had idea to make lava kind of look, with rockfalls and a temple, I am planning something similar for a mortal kombat theamed map.
The Invasion map Bunker Complex used the caves very well. Perhaps you could check that out and see what he did.
I love the cave because it does feel very different than the rest of forge world. Some places in there are very dark too so lighting effects can really pop. The cave is pretty narrow so it can be hard to make a map that doesn't feel linear. Plus, one end is a much higher elevation that the other, so it seems like the team on the high end will have a slight advantage. I kinda wish the map makers had leveled the area more and maybe made it a bit wider, but I digress. I have found one good technique is to put overhead bridges near the ceiling to give players an alternative route. Also running tunnels along the sides will break up sight lines and give more alternate routes from one end to the other. I hope this gives you some ideas! Good luck
Be careful with the cave; it isn't very wide and can end up with choke-points for objective and slayer when more is added to it. I would be very cautious with not making the design too cramped.