Well if you remember Shift, yay. If you don't, it was my only map to get featured and was featured in 2008. This is just a 1v1 map whose basic design follows that of Shift, with some differences. The first two pictures just show the external view of the map to give a sense of the size and to show the 30 degree "shift." I even put down a grid at 30 degrees to help me build it accurately. I then hid the majority of the external walls to show the layout I brought the walls back and took a few shots from inside
How much different is the layout to Shift? I remember Shift kind of suffered from the simplicity that the Foundry objects offered.
Well, the tunnel on the high side dipped down and opened on the ends facing the base without curving, there were two elevated areas above this tunnel, and the low side ledge connected and was more of a tunnel. Additionally, the bases were two fence boxes turned sideways with barriers on top and a staircase on the high side. Here are a few pictures of Shift: Spoiler
Completely forgot about the tunnel. I reckon in Reach, you'll definitely be able to make it feel complete, in the sense that it'll feel much more like a regular level just kicked to the side. The Foundry surroundings of the regular walls and stuff won't be a factor in the revamped version.
I would have left the walls open and left off the cieling, but not only did I enclose it so that jetpacks would not take you above the walkway pieces, but looking down at scenery might ruin the visual disorientation.
Stouf had a feature!? I didn't even know you forged, bro. It looks really small, probably just the sketchup, but I wanted to throw that out there.
I haven't forged in a looong time. Chiron TILT was my latest and that is oooold. And its a 1v1, so thats why its small. And it was based off of Shift, which was small. It is 15 grid squares in length.
Why remake Shift? Why not use the 30 degree disorientation to make a different map using the enhanced toolset of Forge World? I plan to make a new Distortion on Reach but I am absolutely not just going to redo my old Featured map. I'm going to put a new twist on the design and layout and come up with new illusions. Personally I think you should do the same. Maybe you could have multi-shifting angles this time round for instance, and make it BIGGER! Also, word of warning, from what I've gathered there will be no option to turn off Fall Damage in Reach. This will be a problem for you and I because you could potentially jump from a high spot and fall all the way down the angle of the map and seriously injure yourelf. You don't want your players getting confused by the angles and falling to their deaths all the time, so you may want to factor this into your design (make sure there isn't a long, direct line of sight to long drops in the map?)
Oh this isn't the only tilted map I'll try, and its not a pute remake. And the multi-shifting angles part has been planned for a long time for Adaptation (which I started in Sandbox)