8-12 Players Remains

Discussion in 'WIP - Works In Progress' started by AnotherClaymore, Jul 9, 2013.

  1. AnotherClaymore

    AnotherClaymore Forerunner

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    Remains
    Symmetrical Shooting Gallery Style Map
    2v2 - 8v8 Players
    Slayer - CTF - KOTH Gametypes
    Download Here

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    Any and all comments and Feedback are welcome.

    Want to test your map? Come Play Every Tuesdays @ 7pm EST in TCOJ Lobby Thread in Customs Games Forums
     
    #1 AnotherClaymore, Jul 9, 2013
    Last edited: Jul 9, 2013
  2. Absolute Dog

    Absolute Dog Promethean

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    The map has a nice visual feel judging from the screen shots, but can not tell until it is played. Downloaded for next time I am on H4.
     
  3. Zandril

    Zandril Promethean
    Forge Critic Senior Member

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    Can players walk over the water? And I also suggest removing at least one of the crucifix-ish objects on the map. I honestly think you've put too many. Try removing the half-crosses closest to the bases and then see how that plays.

    And from the screenshots, it looks like player in red and blue base have a huge LoS over the rest of the map. Of course, I haven't played the map yet so I can't really say for sure. I'll give it a DL so I can see how the map is in a game.
     
    #3 Zandril, Jul 9, 2013
    Last edited: Jul 9, 2013
  4. Audienceofone

    Audienceofone Forerunner
    Senior Member

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    Played here a while ago. Really don't like those low walls that seem to make up ech far end of the map. They're annoying for me to be around. Otherwise, I remember the design was decent and it played well. Unfortunately, I never found it terribly interesting. It's just a very simple design. linear sides, a central building and bridge, and those red/blue low wall parts I don't like. This doesnt make it a bad my by any means, I just am not very intrigued by it. Of course, this is just my personal opinion. As I said, I don't think the map is bad. I just wish it was more interesting.
     
  5. AnotherClaymore

    AnotherClaymore Forerunner

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    Yep, players can walk on water here. It's meant to be an ankle high river...

    And again, you guys are both right. I added the 'crucifix' or 'low cover' in the 'courtyard' infront of each base last and it's supost to represent some 'ruins' of like block walls/ building that was falling apart but never really came together they way I wanted it to... I will revisit those areas and see if I can make something more interesting...
     
  6. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    If you replace those low walls with some high walls to make some kind of area between the bases and middle building, the map would have better segregation. If I remember correctly you could see from one end to the other in places.
     
  7. AnotherClaymore

    AnotherClaymore Forerunner

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    I'll concider that, segmenting the map might help with the long LOS.

    The original concept is kinda a shooting gallery style, which I tried to accomplish with low cover and long LOS. But it also makes the center area of the map to become very dangerous to traverse, so I'll see how else I might be able to accomplish this same goal. I've added some trees for LOS blockers but there are still open areas of the map espiecally if your up high.
     

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