Solitude The intentions of this structure remain as mysterious as it's confinement. Introduction: Note: If you have the patience to view the thread, please have the courtesy to comment on it also. Thank you! With over 40 hours of total forging, I bring you solitude; a map that fits the needs of any competitive gamer. Solitude is a 100% (by degree) symmetrical 3 story forerunner construct. The map consists of multiple routes to reach various destinations, giving an actual complete strategic feel to the map. All weapons have been strategically placed in destinations to give both teams an equal opportunity to obtain them. There is no power-ups on the map. Every strategic Game Mode works on this map as well as Infection. Race gametypes are NOT supported, as this map is in no way "race" efficient. Killzones have been properly placed to make sure no one will exploit the map. There is a few (very limited) spots that you may get to with a jetpack. (Any map out has "Jetpack" spots). These spots do NOT effect the competitiveness of the map. While playing infection a FX will spawn to give it more of an "Infection" feel. All spawn systems are correctly and properlly placed throughout the map, the map is set up for multi-team events (6 teams of 2). Weapons + Other: Health Station x8 Frag Grenade x8 Plasma Grenade x8 DMR x6 Magnum x4 Assault Rifle x4 Plasma Repeater x4 Needler Rifle x4 Plasma Pistol x2 Plasma Rifle x2 Shotgun x 1 Rocket Launcher x1 (Spare clips 2 (Default)). Grenade Launcher x1 (Spare Clips 2 (Default) ). Sniper Rifle x1 (No Spare Clips). Screenshots:
I can tell you put a lot of time and effort into making this. Both sides look completely identical, which was your intent. It looks like a fun, well-rounded map. I'll download and provide more feedback.
I very much dedicated a lot of time to it. Tested every gametype tons of times to make sure respawns and respawn zones were correctly placed for each individual gametype. Thanks for the support!
Looks great for 6v6,with its size. The room with the low ceiling in a couple of the screenshots seems to be lacking in cover, too open. I'll download it and provide more feedback as well. Also, having a rocket with 2 extra clips but a sniper rifle with no extra clips seems a little off balance to me. Giving both 1 extra clip would be better in my opinion, but I'll download and get a closer look at lines of sight and which places have high ground and come back with updates on my opinion.
Okay, I've looked at the map now, and I would say that you definitely need more cover on the bottom floor, but just a bit more. The rocket is slightly overpowered at 2 extra clips and the sniper is slightly underpowered at no extra clips, so again, I recommend 1 extra clip on both, maybe 2 on sniper. Other than that, you might want to tell people to the location of the green FX so people can delete it in forge so they can look at the map better, because you can't use the delete all option because there's no money on the map.
The green FX is only available in Infection or Basic Editing (if in Forge). It's in the valley that the building is anchored to. I've taken your consideration into changing the rockets. The bottom floor is purposely open the way it is to keep a competitive feel to map. If a flag runner where to use the bottom floor to get to their catwalks to score the flag, then they could easily be stopped. If I were to add any more cover down there, it would practically be like a maze.