Relay Sierra 6-Zulu Created by ToxicJesterVII Map Description This map makes use of the pillar section of forge world along with the nearby rock wall. It is an assymmetrical map with two bases and a number of pathways elevated to various heights and angles to provide for a number of interesting ways of moving and fighting in the available space. The greater elevated areas of the map provide significantly less cover than the lower areas and the top section of the satellite featured in the images is unavailable for play in order to reduce high-ground advantage and to increase the difficulty for maintaining map control. There are a number of medium to long range sight lines on the map but there is a substantial amount of cover and numerous options concerning ingress or egress. There are also a number of locations on the map that funnel or induce close quarters combat scenarios. This map supports most objective gametypes and is recommended for assymmetrical gametypes such as one flag or one bomb. I would greatly appreciate any feedback, thank you. [br][/br]Edited by merge: I've gotten around fifty downloads and approximately 200 views, unfortunately I haven't received any feedback. I would really appreciate anything you have to say about this map, thank you. [br][/br]Edited by merge: Thank you all for the downloads, I would really like to hear what you all have to say about this map.
Here, have a review. Nice map you got here! Relay Sierra 6-Zulu In the early stages of joining a match, the gameplay on Relay Sierra 6-Zulu is confusing because of its unrefined structure and seemingly subpar planning. With the myriad of walkways whirling around Forge World’s pillar, it’s easy for players to lose track of where they are. It takes a long time to memorize the map’s layout, and so the gameplay is considerably slow for new players. When the majority of players become familiar with the layout, Relay Sierra 6-Zulu’s true nature begins to take shape. Players begin to understand the locations of weapons, strategic areas and key fighting areas. There are certain points in the map, where the flow is stopped dead. There are points where it appears that the creator had no means of creating a decent passage, structure or walkway, and so chose to pull together a rushed, underdeveloped result. Such pathways look confusing, and while functioning, they are awkward and difficult to get through. Players should expect decent walkways which are easy to traverse, and so spending any amount of time solving the issue is unacceptable. The placement of mongooses on a smallish competitive map is unusual. They’re not as useless as they might be in a close-quarter’s area, but not as effective in a wide open BTB map. The fact that players tend to ignore them gives the element of surprise to anyone ballsy enough to risk it. This is especially useful in objective gametypes like assault and capture the flag. However, because of the occasionally narrow pathways along the way, a speedy getaway soon becomes an onslaught of grenade explosions after the mongoose stops dead. It takes some expert driving to use them right, but when executed well, there is a great deal of enjoyment to be had. Throughout the map, pieces of cover do well to break up lines of sight and provide temporary refuge for players seeking escape. The map is just open enough for players to find each other easily, yet not too sparse so that gunshots are firing from every direction. Overall Relay Sierra 6-Zulu has a very nice feel to it. There is the occasional awkward mistake, but players quickly learn to avoid them. The layout of the map works well, and its incorporation into natural geography gives the map a fresh and memorable feel to it. The grenade launcher’s location was expertly designed, as it was placed in a central area that is prone to 360 degrees of potential fire, while remaining relatively out of sight. The bridge is low, one of the bottom walkways of the map, but has lines of sight passing through it from many parts of Relay Sierra 6-Zulu. The map is asymmetrical, yet does well to keep both teams balanced. The structure on either side may not be 100% the same, but their individual advantages of lines of sight, elevation and weaponry are practically equivalent. Gameplay is not one-sided, and, for the one most, no particular side of the map outweighs the other. There is a long, narrow walkways running underneath the bulk of the map. It is hidden from most vantage points, and can offer a safe passage to and from certain part of the map. However, this can often be ignored as the complete lack of cover means near instant death for anyone caught utilizing the risky passage. On top of that, the two areas that the bridge connects hold little strategic value. This passage would really only be of use if it brought players to each team’s bases. However, it remains mostly redundant. There are sections of the map where it is unclear whether or not they are meant to be accessible. This can lead to unsuspecting players entering an unforgivable kill barrier without the slightest warning. And despite the barriers presence, there are parts under the map that are still accessible offering an escape to players with jetpacks. Even though a soft kill barrier was placed over the satellite dish, they are absent over other parts of the map. There are several instances throughout the map where players can escape the battlefield without an easy passage back. Spawning is fine and thoroughly placed throughout. Respawn points are placed in defendable areas, initial spawn points are put far enough away from the enemy, and pathways and open areas are left devoid of respawning victims. On top of that, spawn zones sufficiently regulate where members of each team return to life. Relay Sierra 6-Zulu is themed as a satellite relay, and so has a very unique atmosphere. On one side of the map there is a large satellite constructed from large satellite pieces. Although this is a technique that is used in a great number of maps, the large satellite plays a large part in attempting an effective theme. A great deal of the map is constructed in a rather repetitive manner: placing the same piece side by side, again and again like a race track. Compared to an ideal walkway, which consists of a constant texture across its entire face, the stop and start effect of adjacent squares is very unpleasant and can make players feel like they are walking across a rickety bridge. Because of the seemingly improvised layout the pieces on Relay Sierra 6-Zulu don’t quite match up. There are points where the paths look incredibly awkward as if hurriedly thrown together for the sake of accessibility. In several locations the beauty of the map is sacrificed for cover and structure. Disregarding the odd instance of necessary decoration, any constant theme or pattern is always disrupted by a change in texture from a foreign piece. The pieces used in Relay Sierra 6-Zula have been chosen purely for their shape and dimensions rather than how they look as a whole and this affects the aesthetics of the entire map. From afar everything in Relay Sierra 6-Zulu looks fairly average. There is a small satellite-like structure, a few odd looking walkways, but apart from that everything looks okay at first glance. But as players get into the thick of things and get to know their surroundings, it becomes evident that the creator hasn’t built the map with neatness in mind. Pieces jut out in awkward areas, sections of a walkway don’t quite join up, and the theme is constantly disrupted by unusual pathways that just don’t match with their adjacent pieces. Relay Sierra 6-Zulu’s location, on top of the pillar, is fairly unusual. The map is more akin to its airborne brothers; however it utilizes the small area of geography to its advantage by incorporating its natural platforms and ledges. On top of that, the difficult but occasionally useful mongooses are rare sight amongst other competitive maps. Asymmetrical maps that retain an acceptable level of balance for both teams is an impressive feat of design; not something you’ll find in your average map. The aesthetic satellite dish was constructed from large satellite pieces. While the base of the dish is fairly unusual, the design is utilized by a huge percentage of forgers in the world. Rating Multipliers Enjoyment: Balance: Durability: Aesthetic : Originality:7 x 3.0 = 21 out of 30 7 x 3.0 = 21 out of 30 4 x 1.5 = 12 out of 15 3 x 1.5 = 4.5 out of 15 6 x 1.0 = 6 out of 10 Final Score Understanding the Review Hub's Ratings Have a question about your review? Review Hub Community Feedback