Hey guys, this is my Skylines/Construct inspired 4v4 map. The theme I'm going for is rooftops on top and a series of utility tunnels on the bottom. Pretty much none of the aesthetics have been done on this map, so don't judge it based on looks just quite yet. Overhead view Long view from red base Another view of red base with the vent in view View of rocket spawn from lower red platform View of red base from rocket spawn View of rocket spawn from red window View of long staircase View of basement for red base (lift on right side goes up to vent) I got some play testing on it during "Sweaty Hour" (awesome idea, GodlyPerfection!), and here is my personal assessment of it: Top mid played better than I expected. I was worried that it would be too "campy" and become too much of a power position, but the inclusion of the two lifts by rockets allows players to quickly jump in and shake things up. The splinters grenades on either side allows players to strategically block the lifts. I placed rockets on the bottom of the map to encourage gameplay on the lower parts of the map, which worked pretty well, but players seemed to be using the lifts as a quick escape route and just forced the gameplay back to the top. The little pocket where the vent is was a little over-utilized. There was almost always a player back there with the sniper rifle. The idea behind this area was to provide a quick way to reach the top of the map and provide a way to flank the enemy. The long staircase and window was under-utilized. It was meant to be an avenue for quick flanking, but there didn't seem to be anyone using it and there weren't really that many encounters on it. Since the play test, I've made a couple of changes to hopefully improve the flow of the map. The area around the vent has been made smaller and more open, with the inclusion of fusion barrel. This area is really my first dip into some aesthetics for the map. I also made some height adjustments all over the map to facilitate clamber movement and make it less compartmentalized. I moved the storm rifle up to the top where it will be better utilized in the close range combat that tends to occur around the top middle. Part of the balcony was slanted down to help with line of sight to top mid. The back street was lowered to allow line of sight to window and allow clambering from the lower level. I also placed a trapezoid and triangle piece to encourage players to utilize window for flanking. View from window. View of rockets from bottom area of map. The opening that you see straight ahead was not there during the first iteration. I opened it up hoping to encourage more movement and encounters in the lower tunnels. View of blue "pit". In the first iteration of the map, the utility access opening was not as big and not as obvious.
Don't judge it based on looks you say...You know this is Forgehub right? On a serious note, it's looking very solid. I especially like the overlap and how all the levels are staggered.
You can always make a map look better as well. You cannot always make the play better though. I think removing the railings and making those paths on the bottom side wood something to think about. You would have to make the map more vertical. I guess I would have to look at the scaling to see completely.
It's hard to tell from pictures, and will only truly be determined by testing, but I would watch for cluttered sightlines. Seems like a lot is going on in some of these pictures, and that's without the aesthetics. Otherwise, looks promising