Alright I finally got my Xbox fixed so I was able to take a look at the map as promised.
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- First of all, a lot of people (myself included) don't really like filters on competitive maps. It gets really distracting IMO. I suggest using filters in Flood maps only.
- Colors. Use them. Color-code your map. This is good for callouts and just makes the map look better.
- There are several areas in the map with long sightlines that I think could be blocked off a little.
- The blocks that you used as ramps are too steep. I suggest keeping inclines at a 30 degree angle. Some of the blocks that were used as ramps even extended to the very edge of the map. Making movement in that certain area worse.
- Don't use a grid as flooring on a competitive map. Just don't. It looks really bad IMO. And the grid you used is also causing some Z-fighting with the colisseum walls.
- You have holes in your map that players can go in. This doesn't really serve a purpose as rooms in the holes are empty, there's only one way to get in and out of them, and they just plainly look bad.
- I suggest flipping the inclines bridges upside down so that players can drop down if they wish.
- The map is square. Don't make square maps. Come up with your own unique layout/shape to make the map more interesting and to show who you are as a forger.
- You used window colisseums as walls and yet it's empty outside. I suggest that you only do this if there's something outside the map that is interesting enough to serve as aesthetics. The windows also show some parts of some pieces that overextended.
- There are bumps in the map. The kind of bumps that stop player movemet. Align these man.
- The artifact bases don't fit with the rest of the map at all. I suggest removing or replacing them.
- The aestheetics. I don't think this map even has any. If you intended for the kill balls with the satellite to act as aesthetics, they fail to fulfill that purpose. Frankly, they just make the map looks worse. It looks bad enough with the Grid floor, holes, and oddly placed pieces. Even the structure in the middle doesn't look good IMO. It looks like you just slapped on a bunch of pieces together without much thought and called it good.
- Your usage of pieces weren't very good. What could've been ramps were blocks. What could've been ramps were stairs. What could've been aesthetics were eyesores.
Overall, I'd say that this map need work. A LOT of work.
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That's all I got so far. If you're still testing this map, I'd be happy to help.
GT: Zandril S312