What's up guys, I'm back again with my third map, Nexus. Nexus is based around hexagonal geometry, and the map started of as a design of seven hexagons evenly spaced out to form a larger hexagon with space in between. They were seperated so the center was at a median height, with three being lower, and three being higher. From there the map design progressed to building a triangular center structure with an outer walkway and an inner walkway. I wanted to incorporate both a forerunner and a covenant feel to the map, so there's a lot of angularity and purpleness to the map. Feel free to leave a comment.
Came in here expecting a remake of Nexus from Reach. Would really have liked that This map needs more dancefloor. Object use could be a bit cleaner as well; there are a lot of noisy textures going on in that center room. That really narrow curved ramp could also be a lot wider. At first glance, looks slightly more impressive than Windfall but less so than Purlieu.
Very creative. I'm getting a unique theme from this. It looks cleanly forged in my eyes. Spin's right though. More dancefloor, less overpowering bridges. I just learnt a new word.
Impressive, great use of color and geometry! A lot of walkway action going on there. Especially the outside part (third screenshot) looks where you'll have to watch your step carefully, especially when dodging bullets. As a player, I'll probably not go there unless there is a rocket or another power weapon.
Update: - I've been reworking the map lately, and the are in the last two pictures had been revamped to be more "dancefloory", if that's a word. I'll get them up as soon as possible. - The bases have also been simplified. The walkways are staying as they are until further testing, the main concern was falling off the outer edge of the upper walkway, but there is now the railing you see there, so I'm leaving everything else as a risk. Thanks to all for the comments and criticism.