Funny enough i almost always scale for classic. I’ve just gotten used to making things around normal movement. But ya i’m at that point where if i find a design i like and i dont run out of pieces, something about Halo 5 ruins it anyway. Different settings would at least let me play some crazier stuff, but that’s just an inconvenience to most people
I know nobody makes 4v4 here but we're always looking for maps to test for Evolved. Only criteria is it has to be classic scale, we can do the rest.
Makes me feel better, I feel like it makes it anti troll but someone is just gonna argue about how my reasoning is dumb
"The roasting begins. How is user Soldat going to take this post from user Multi, is he just going to swallow it?" "Find out next time on the WAYWO thread on forgehub.com!"
I never said they claimed to better BECAUSE they had baked longer, only that they had baked longer. Straw man fallacy. Reason fails again on forgehub.
so i threw this together just now based off of that sketch I moved the tower on the right to make the shape better and added some terrain plataeus for spawns and entrances into the towers at different elevations. There are not 3 teleporters, i just think those are the best potential locations. The map lives or dies by the teles. (EDIT: THERE ARE NOW 3 TELEPORTERS) Also that back portion terrain behind the alpha receiver is only there if the roof of that building is playable, so people can get pushed off the building. If the roof isn't playable, i'll cut it because it's unnecessary. So yea. Maybe i'll make this. Maybe not though. also your daily reminder that @MultiLockOn is retarded and can't read top downs.
Depends if you are using a 2 way or not. If you are using a 2 way, I'd say yes as a guideline, just to avoid the whole jumping back and forth annoying fights. (I really don't like 2 way teleporters at all honestly). If you are using a one-way, I'd probably say it just has to be predictable of where they go with the receiver. Like avoid making the receiver a get out of jail free card. If someone teleports, it shouldn't end the fight if your enemy doesn't use the teleporter.
Another fun trick is to make is to design ways so players can't camp at the receiver. Things like throwing a player through a sender so that their momentum carries them away from the receiver node
Thanks, I actually think 3 teleporters work on that sketch I just did and all the receivers are on balconies that the sender has a line of sight on.
Honestly the only one of these maps I actually liked was Kell's map. A little disappointing. Someone should've posted Muskrat