New map I've been cooking up in sketchup. Looking for feedback and what could change when it comes to cover/base layouts. Each base is symmetrical, but the map is asymmetrical. Feel free to ask if you want to see a new view. Changes (v2): Rebuilt center area to add interest and cover to the map, Added a mancannon to quickly cross the map and get either on the base or on center (haven't decided) (2.1) Added more cover around attacker base exits and another ramp up. Birds Eye Overview (Attackers Base not current in this photo, see changes in attackers base photo) Side View (Attackers Base not current in this photo, see changes in attackers base photo) Defenders Base (View old pics for more details) Attackers Base (2.1) Old Edits Spoiler V 2.0 Spoiler Attacker's Base V 1.0 Spoiler Birds Eye Overview Side View Attacker's Base Midfield Defender's Base
Correction: It would be a lockout type map. (ha semantics) I was actually thinking about that and that would probably fix a lot of my LOS/Cover problems I think I'm going to have.
Double correction, The Cage was an early rendition to be put in Halo CE which Lockout was inspired from, recreated for Reach obviously. Also, you need structural cover, so far you have a few walkways in the back, and some random objects for cover. Large open areas + squat cover = unhappy players.
Touche. So more things like the room things in the midfield that actually are part of the map, not some wedges?
If I had created these bases, my first urge would be to put them where the Hemorrhage bases were, and use the canyon as my in-between space. I love the look of the bases. You've done a great job with them. The only issue is that the space between them is problematic. It needs some kind of complication.
This looks a lot better. It looks like you made some space for spawns at each end for safe spawning. Remember kids! Always where a condom to practice safe spawning! You don't want to get RSTD (Re spawning transmitted diseases) Back on topic: It looks fine, but how you made it where one side has a floor and one side doesn't just makes it feel wrong. Like you took two different maps, cut off half of each and then glued them together.
I designed it with the idea of an attacking base and a defending base, where the attacking base feels like you're catwalking your way onto the established base. I originally had a lot of floor space on the attacking base but it didn't look right.
What i was saying is that it looks like a two sided map, but half way through you changed the design and made it a totally new two sided map.
Looks like all the areas on the map will be useful. Good. One thing though: there isn't much LOS blockage between the exits of the attackers base. Unless you plan on changing that, keep the sniper of the map. Because it looks kinda easy to spawn trap the attackers in their base. Something to keep in mind.
the newer was my original vision, and the only changes from the original is the catwalks on the sides/ getting rid of the slates.
I really dig the new version of this its friggin great. i also am using sketch up so i know it must of took a while to build this, but it was definately worth seeing. if youd like you should check out mine its in the same forum its called "contact". you gave me some inspiration to keep it up and some more ideas. keep this kinda stuff cant wait to see a final version in game.
I thought the same thing that hatofwin thought when he saw one side with a floor. I betcha that feeling would be gotten rid of if the floor was completely glass. Also, great job!
You know what? I'm gonna make it half on land and half airborne/half on land half on water, so it feels like you are attacking an established base.