thesilencebroken submitted a new map: Tesseract - A small, asymmetrical map designed for extremely competitive play. 2-8 players Read more about this map...
I just played this last night. This was a fun map. I like the night time theme of it. It set a light tone and in my opinion, made gameplay less serious (which is not bad) and we were all having a lot of fun on it. I also really like the windows on the buildings and the grav lifts on the outer parts of the map. If I had one concern at all, and it's not significant, it'd be that the map is a little plain visually in the places that aren't shown in the screenshots. I don't mind Halo 2 BRs for a casually played map but if you want serious competitive play on this then I would get rid of those. Halo 2 BRs have more aim-assist and higher bullet magnetism making them easier to kill players with. Overall, this was very fun like I stated. The map looks good and plays well. It has the core values that a competitive map should have but it could use a little more aesthetically to give it that extra push and make this more than a simple 4-base style map with a basement, and opening top mid for easy access.
the layout seems solid all around but i think it's massively overscaled at this point. the bottom middle sightline for example from overshield looking straight is ridiculous. you could tighten the map up by at least 16 feet and it would not impact the gameplay in a negative way in the slightest. furthermore, i don't think the caustic lighting above the map was worth building this on fathom. the map looks really tacky as soon as you look outside of it, and that's unavoidable on a bridgework map.
Well if it isn't my favorite greasy bearded ****! Haha! Played this the other night. Was fairly enjoyable, much more so than the typical forge map at least. Very cleanly forged, very crisp aesthetics, you haven't lost your touch. As for the design itself, personally, not much of a fan. Gameplay got pretty slow at times, but with it being a Lockout/Guardian styled map, I'm sure that's intentional. What really irked me about it, however, was how much play space there was available on the map, which seemed a tad excessive at a lot of it went underutilized given the play style of holding particular towers that this style of map promotes. It also was a bit of a chore to navigate and orient oneself on, with every room having a bit of a "samey" feel. Although I'm sure upon multiple play throughs, navigating will become more natural as players learn the map. Props dude! Over all, a very solid map and a very successful return to form after years of not forging. Hats off to you.
Thanks for taking the time to play it. I'm working on trying to make each room more interesting. I will take your feedback into account.
I threw it into my lobby lineup for Saturday as well. Hoping to get more games over time and offer better feedback.