Im making a BTB map, its called Splinter. Due to world height limitations, i could not show you a clear overview of the map, but i hope what i'm about to explain + the screenshots make sense. Look at this diagram to learn of how movement works, then at the screenshots to understand the look of the map. Light grey = Roads White = unplayable area Darker grey= grass Grey that looks white = Misc bases Red/Blue=corresponding bases. Green= one way launcher, brings team to the left misc base, creates epic battle for power of middle base. Yellow= route vehicles are forced to take, they cant hug the middle base to the enemy base, they are forced to circle one of the misc bases first. Short Black Lines= Infantry only tunnel, to get to the enemy base without having to take the roads and get spotted. Long black line= bridge that connects all the bases together. (one of the misc bases under construction) /\ Notice the infantry cave to the right, standing where blue base will be, vehicles have a choice at this point, but are forced to go around one of the misc bases first before getting to the enemy base. You can look across from one misc base, to the middle misc base, to the very last misc base, creating a lot of verticality. Note: There will be an infantry bridge connecting all 3 bases.
Looks a but like CE PC design philosophy. Looks a bit large but a lot of people like that. Could've fun for some nostalgic players. Good luck with the rest of it.
Thanks i appreciate that, i myself (sadly) haven't played a halo older than reach, besides a bit of halo 3, so it doesn't surprise me that my design is coincidentally similar. I've had a knack recently of building maps that remind players of the past, luck? Or maybe i have the same mindset as the forgers of the past I dont know, but i will be putting this in Max's test lobby for next friday.