Hey guys, so my symmetrical arena map is finally ready after 20+ hours and I hope some players and forgers will take a look at the map and perhaps play some games on it. It’s my first map so give me your honest opinion and feedback is welcome. Probably it will need some fixes or changes because I haven’t tested it yet, but it is in my bookmarks, ready for you guys to check.
GT: MULLERTJE
Map: ENCOUNTER
Currently slayer 4v4 but will add more soon.
Hope you like it. Cheers.
Preview 1
Preview 2
UPDATE: Added a covered staircase, safer respawnpoints, grav lift and more cover in general.
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> could we get a preview?
Yes of course. Not so familiar with recording stuff but will try it later.
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> > could we get a preview?
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> Yes of course. Not so familiar with recording stuff but will try it later.
Previews added.
The map looks great. Can’t say how it will play till I try it. One thing from the video though. I noticed the jump up to the rockets was a bit delayed. Lower it down a touch so the jump to the clamber is bit more smooth.
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> The map looks great. Can’t say how it will play till I try it. One thing from the video though. I noticed the jump up to the rockets was a bit delayed. Lower it down a touch so the jump to the clamber is bit more smooth.
Thanks a lot for checking it out! Yeah I thought I could make that jump without looking haha. It’s not too high but maybe you’re right. Maybe place a ramp or something. Thanks.
The good: map looks great, everything is done well, but i do have some tips.
Improvements: the map is too elevated, there needs to be more ways to the upper levels, along with more cover on those routes. The flow is a little disorganized, and by that I mean its hard to see where spawns are intended, where players are subtly herded to (like power weapons in center or an important structure to hold down) and the size of the map should allow for sections of combat that are mostly isolated, so that a duel can occur with very few lines of sight outside the area.
To sum it up, add more cover/ divisions of the map and more centralized weapon pads and spawns. The map clearly shows you know how to forge though, and that alone is impressive.
If you don’t have a sniper rifle on that map, put one as one of the power weapons. It would do great!
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> The good: map looks great, everything is done well, but i do have some tips.
>
> Improvements: the map is too elevated, there needs to be more ways to the upper levels, along with more cover on those routes. The flow is a little disorganized, and by that I mean its hard to see where spawns are intended, where players are subtly herded to (like power weapons in center or an important structure to hold down) and the size of the map should allow for sections of combat that are mostly isolated, so that a duel can occur with very few lines of sight outside the area.
>
> To sum it up, add more cover/ divisions of the map and more centralized weapon pads and spawns. The map clearly shows you know how to forge though, and that alone is impressive.
Hey thanks for the compliment and for checking it out! I did felt it needed more walls and cover because of the size, more ‘closed areas’ and I will definetely make some improvements this week. Thank you for your feedback.
And by spawns you meant more respawn points throughout the map?
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> If you don’t have a sniper rifle on that map, put one as one of the power weapons. It would do great!
My thoughts exactly. There is one sniper on the map.
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> Hey thanks for the compliment and for checking it out! I did felt it needed more walls and cover because of the size, more ‘closed areas’ and I will definetely make some improvements this week. Thank you for your feedback.
>
> And by spawns you meant more respawn points throughout the map?
by spawns i mean dedicated regions of the map where a player can spawn without having an instant line of sight onto the battlefield. A good example of this is my 1v1 map Chudea, where the pockets around the map allow for safe spawning. Leaving those areas should also be fairly safe.
The worst thing you can do to a map is basically the original Truth map that 343 has. Far too many weapons within too close proximity, spawns in the actual center of the map, a power weapon that nobody goes for. Get the idea?
I would love to play on this map and test it.
It looks absolutely amazing!
Good job, man!
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> The worst thing you can do to a map is basically the original Truth map that 343 has. Far too many weapons within too close proximity, spawns in the actual center of the map, a power weapon that nobody goes for. Get the idea?
Yeah I get it. Building is one thing but making it work proper is a whole other story. I will check your map (or maps) tonight. Thanks.
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> I would love to play on this map and test it.
> It looks absolutely amazing!
>
> Good job, man!
Thanks a lot sir! It will need some fixes and such but it’s in my bookmarks so give it a try.
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> > Hey thanks for the compliment and for checking it out! I did felt it needed more walls and cover because of the size, more ‘closed areas’ and I will definetely make some improvements this week. Thank you for your feedback.
> >
> > And by spawns you meant more respawn points throughout the map?
>
>
> by spawns i mean dedicated regions of the map where a player can spawn without having an instant line of sight onto the battlefield. A good example of this is my 1v1 map Chudea, where the pockets around the map allow for safe spawning. Leaving those areas should also be fairly safe.
Updated the map just now. Added more cover, respawn points in safe locations, a gravlift to the top level and a covered staircase to the top level.
Started on a new map also. Thanks again and your maps are great btw. That BTB map in space looks fun to play.
Cool map dude. I personally like forged maps designed around a natural environment but this one looks like fun. You have some cool architecture/structure design that makes it visually appealing. GJ.
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> Cool map dude. I personally like forged maps designed around a natural environment but this one looks like fun. You have some cool architecture/structure design that makes it visually appealing. GJ.
Thanks a lot. Appreciate it.