agree completely. looks awesome.
backstory works fine aside from the fact it uses ghost sights...
and massacre, that is a pretty kickass concept, if you do it right that'll look awesome.
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Mass, it honestly looks like another symmetrical horseshoe map with a foot-path through the middle. If you can make it work, though, I'll be glad to play it. One suggestion: make the teleporters go to the opposite side of the canyon, rather than their own side. It will help mix game play up a bit and promote better teamwork.
http://img111.imageshack.us/img111/5...n04pic3ft2.jpg
A little update on my sp map, since i havent posted something in ages and my birthday is today..
First glance: I like the cliff textures.
Second glance: make those covenant walls bowed.
dont worry, i still have to purify the covenant part of the 1st bsp, then make the 2nd bsp. Im gonna play a50 later today and get some screenshots of covenant architexture. This is my first time using it.
Wrong, found on a google image search
It isn't symmetrical.
I'm adding snazzy architecture and well thought out terrain and structure set ups to mix it up. Theres not too many things you can do with an outdoor map that jives well with halo gameplay conventions, or at least this is a map layout that is know to play well. Besides, this is different than others because it plays with the exterior section as a place that bears foot-traffic, unlike in sidewinder or danger canyon; however, it doesn't have an end all choke point, like Wartorn or Grove.
I'm also straying a bit from the classic throw tons of caves and bridges in to make it interesting, and instead going for more open and yet interesting terrain, like on Valhalla.
cool.Quote:
If you can make it work, though, I'll be glad to play it.
To be completely blunt, no, I don't care for that idea.Quote:
One suggestion: make the teleporters go to the opposite side of the canyon, rather than their own side. It will help mix game play up a bit and promote better teamwork.
Well actually, I'm trying to stay as open-minded as possible and then just take the ideas people give and then beta them to dust; who knows what could've been that one change that makes a map play perfectly.