Well, for a first post, this is pretty good. However, don't take your pictures in forge next time, since nobody wants to see the little forge icons on all of the objects. Also, you should include an overview picture that shows the entire map (or at least almost all of it) just so that it's easy to see how big or small of a map this is. Now as for the map, I like what I see, for the most part. Everything is nice and neat, and you interlocked every now and then, but it looks like you interlocked only where you had to. The weapon placement needs some serious work, not only are there too many power weapons for a map of this size, but you put a rocket launcher and a fuel on the same map (NEVER DO THAT IN A COMPETITIVE MAP!). I would take out 1 shotgun, 1 sniper, the fuel rod, and at least half of the plasma nades (why are there 12 of them?). I would also take out one of the ghosts (you should only ever use one on a competitive map on foundry) and maybe you could add a regenerator and a power drain on the map. As the map is now, a 3/5 because gameplay will be lacking with your current weapon and equipment placement.
Hey next time,try not to go into forge and show all of the spawns and stuff.And try to get more overveiw pictures of the map so we can see it all.And one more thing is try to merge a little bit more which is sinking objects into the wall or ground.But overall,this is a good map and looks very fun to play on. no offense,just trying help you out and help you make better maps
no offense taken of course, i need all the advice i can get I am going to take out like 4 plasma nades, the rocket launcher, 2 brs ,put in 2 carbines and take out 1 sniper.
This map look pretty nice. Excellent interlocking, although the defenders base stairs are uneven; I dont know if you did that on purpose or not. Again, as they said, you don't want to have too many power weapons on the map, but your adjustments look good. The hidden ghosts are a bit puzzling to me, as it appears that you can't drive them as they are stuck in a box. Can you, or are they simply there for aethetic purposes? And I would have to disagree on the "no ghosts on competitive foundry variants" statement. I personally like the added strategy of a ghost, and many many maps utilize them effectively. Take a look at Aperture by Matty. Two ghosts, and not a shred of gameplay sacrificed. This is a really good first post and I hope that you continue forging. Great job.
anybody thats viewing this page, please, i need some advice on the weapons i also made a different version of this map, its a little smaller and i dont think its as good as the original ALAMO.
Hey, nice first post! First off I am going to give y'all a few good critiques A lot of the map is a little sloppy. Try adding more geo-merging and interlocking Fix up the weapon spawns. While they're cool, they is just too many power weapons. Try taking out the ghosts and removing some of the power weapons. The shield doors around the fuel rod are very conducive to camping. You might want to remove them. In your next post, try to take the screen shots outside of Forge. They look a whole lot better then. This map would play better if you positioned the spawn points a little bit differently. That's all I've got for now and good first map post.
Thanks man, im leaving the hidden ghosts because their cool, but the shield doors are going out and so is the rocket launcher. thanks for the good advice