Z-T aqueduct by hehaheadshot97 and ecarohsan 4-16 players use Game-type z-t snipe world (feel free to change starting weapons and grenade regeneration to what you want) Overview of map: Overview of Red corner: Red corner view: Overview of Blue corner: Active Camo spawn: Ghost spawn: Warthog spawn: Red wall pipeline: Blue wall structure: Red floor: Blue floor:
Good looking map from what I can see but barely can see. The pics are to small please size them up so people can see them better
All you've got to do is click on the image to enlarge them. It's simple. But maybe you should embed the images bigger so that we don't have to click on every image just view the map better. I'll download and look around and play around on it.
Okay, for starters: Never brag about the time you have spent on a map. It's a terrible turn off, and it usually just has you looking like a douche, whether it be saying you spent an unrealistic 2000 hours or not. Seven hours isn't a lot, I've spent that moving one box around. Granted, for seven hours of work, the map is pretty impressive. For seven hours that is. Overall, the map is a bit random. It seems to be lacking an overall design concept. All in all, it just doesn't feel like a "map". It doesn't feel like something that would be shipped with Halo 3 and to me, that's how a map should feel. That's just my opinion. Generally though, the map does flow fairly well between the pieces of geometry. That map itself is lacking that polished flow. It is a tad broken between the ground and the upper structures, but you've done a much better job than most do connecting your platforms and pathways with ramps. I didn't notice too many places I absolutely had to jump, which is great, keep that up. That's how a map should be. If you want some general jump rules to follow: Jumps are allowed in about three situations, 1) To a power weapon (rockets, sword), 2) To a powerful point of control (high sniper perch), 3) To speed up a pathway that also has a ramp (you did this in a few places, like in blue base). One problem I did have was the over-use of Wedge Large pieces for ramps. They are terrible ramps, and should be used as seldom as possible. You did a great job with your other ramp pieces, and wedge larges are the lazy mans ramp. Try to avoid them. You don't always have to directly ramp to something, you can ramp up slightly, build a landing, change direction and ramp to your destination. It creates a less monotonous feel to your map, and just looks more appeasing. There are a few areas of your map that are empty (a couple ground floor corners/areas), and this really has an adverse effect on peoples opinions of your map. A couple of these small areas like this has people believe your map overall lacks flow and is random. It just looks lazy to leave this area that people want to completely avoid. It basically shows that you took a square canvas and placed stuff down, rather than turning and shaping that square canvas into a map. Don't feel bad, a lot of people do it. A few other suggestions: -Camo will float without the weapon holder, remove it after you place camo atop it. -Add weapons. You can set in your gametype to have snipers only. When creating a map you want it to be as diverse as possible. -Eliminate some of the ground floor space. It pursues the feeling that the map is random. -Remove some of the more random structures. The structure above the warthog is just there. Build something that is more connected to the rest of the map. -The warthog is meh. The ghost is fine. -Some of the gimicky lifts draw away from the map, like the one running along the back to red base. All in all, your forge techniques (interlocking etc) are great. You could do to fix some render flicks, try turning the object a bit (on a different side), if it render flicks. You did a great job connecting your map with ramps, which promotes strong flow. If you had more of a design before had, I'm sure you could create a map with amazing flow. You should draw out designs on paper, or sketchup before creating a map. Try to look at other bungie maps, other custom maps, and maps from other games suck as quake, doom, UT3, etc and see what makes them work. Be sure to take into account the gameplay differences between the games though. This is why it's best not to remake a map from another game, just get inspiration. There is some feedback for you, I hope you honestly consider the things I've said.
thank you for the feedback, i will work with what you have said. Would you recommend a v2 of this map?
this map seems like it might be confusing at first but the interlocking looks fairly nice. i don't see any weapon listings or weapons in the pictures so adding weapons would help. The bunker above the warthog and the bunker underneath the pipe on the red side seem to be out of place or left out of the map. i will download and get a closer look but overall it looks pretty nice. 4/5.
thanks for the review liberator, i'm working on a v2 changing the warthog to a mongoose, and changing the base over it to fit the map better. i would love to put weapons and have $123 for it but i keep getting a pop-up saying "cannot place item. too many on map" is there a way to fix this?