Looking for feedback on an MLG map

Discussion in 'Halo and Forge Discussion' started by Csquared, Aug 3, 2010.

  1. Csquared

    Csquared Forerunner

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    I'm currently in the construction stage of an MLG map. Nothing particularly special, but it's the first MLG map I've ever attempted to make, so I'm looking for feedback. I'm aware that aesthetics are only a small part of MLG maps, and spawn and weapon placement is what really makes or breaks the map, but I'm just looking for feed back on the overall look of it. Much of the red side of the map still isn't built but it will be symmetrical over the pink/yellow axis. The barriers blocking off the hallway side of the map aren't finished yet, but they will extend to the ceiling. I haven't really made any floor cover yet, but the structures are mostly finished, so any opinions would be appreciated. If you want to play around on what's made so far, my GT is GoldBrass; I'd be happy to party up and show you the map.

    Anyways, here's some pictures.
    Blue 1 to Blue Flag
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    Blue Base
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    Blue Carbine
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    Blue Pit
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    Blue Flag to Blue Tower (The wall pokes out just enough to jump off.)
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    Middle Structure (thinking about adding another level or perhaps an interior; The mauler drop-spawns at the top of the two ramps)
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    Pink 1 to Pink 2 (via geomerged door)
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    Yellow Tower and Blue Street
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    Yellow Tower from Top Mid
    [​IMG]
     
  2. Ladnil

    Ladnil Ancient
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    I say finish and play test the map since you've come this far, but it won't be anything special. Take your testing sessions as a learning experience for Reach.

    It looks like you've built another Onslaught style 2 base Foundry map but with an even higher and thus more overpowered yellow side. Plus there are a lot of jump ups such as the one under purple, and jumps should rarely be the main way to move around a map. Things just flow better when players can walk or jump very conveniently.

    Also, unless you raise that middle significantly, you've got pretty horrendous cross map LoS. The BR just doesn't work at that range and frustrates players who try to fight across it, and in Reach the DMR will reach just fine at that range thus crippling map movement. Segmenting LoS on any map is absolutely crucial to make things work. Onslaught, simple as it is, has those corner walls in the middle of the map that prevent really bad cross mapping except the narrow flag to flag window. I've never seen a good map that didn't cut the base to base LoS down significantly, and typically the highest point falls along the center line where it severs LoS and provides a power position and an incentive to move.
     
    #2 Ladnil, Aug 3, 2010
    Last edited: Aug 3, 2010

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