Ferrous by
CommanderColson: asymmetrical junkyard map (Strongholds)
I thought this map was made by GOD cause my love for it was RELIGIOUS
Fracture by
Squally DaBeanz: Symmetrical snowy map with bridges, a tunnel, and Mantises (CTF)
I personally missed the Armory, as it was a location I always find myself in with ever game I played. That being said, I understand the cut, however the redesign you showed me last night... I was not a fan of. I'd say try and find a middle ground, for I do not believe the center structure needs as much redesign as you're putting into it. That said, I also believe in Santa.
Kizingo by
alex quit: Asymmetrical nighttime urban map (Strongholds)
I have to admit, I think I liked the older version of this map better as far as the far corner went on the opposite side of the vehicle tunnel... the side that was more low ground, as I thought there were more interesting sight lines (granted way too big). I think aesthetically the map has a bit of a way to go. I would say more, but I actually do not remember my game on here that night clearly enough to provide full game play feed back.
Artemis by
The Fated Fire & The Psycho Duck: Symmetrical snowy Forerunner map (CTF)
Very solid map obviously, however as a scrub, it can be quite brutal to play. The one thing I will say is that, despite popular feedback against it, I actually liked when the flags were offset to the sides of the roof. New additions to the geometry are nice and make the map feel 'fuller'. At this point I'm nit picking and allowing my artistic eye to get in the way, but I'd be interested to see the forerunner structure at top mid be made taller just to further emphasis the top of the map and possible provide even more orientation- orientation wasn't a problem, I just feel like a taller middle structure that won't affect anything but aesthetics may enhance it.
Hangout by
MartianMallCop: Asymmetrical toon-town map with a banshee (Strongholds)
Wasn't there, got kicked for being too good.
Badger Cliffs by
CDX34: Symmetrical canyon map with a large bridge (CTF)
Wasn't there, got kicked for being too good.
Eagle Square by
SHIFTY time: Inversely symmetrical urban map with a highway overpass (CTF)
Ah Eagle Square, the map that is sorely missing a massive eagle statue over top mid. This map has always had me split... I like it... and I don't. The urban theme is cool, as are the bottom strongholds, the under bridge, and top mid... but the pathways getting there can feel congested and a bit confusing, while the bases at times seem like tall jut ups in the geometry. I think this map is held back by the fact it's a large wrecktangle, and while I wouldn't say "ohh ho ho ho redesign" I do think the map has a lot of potential that could be met by fleshing out certain areas and rethinking some of the pathways. IDK, perhaps this map just isn't my cup of tea. The new additions to under bridge were perf, as Duck said.
MBCM by
RipShaDe 41: Symmetrical urban map with a central skyscraper (CTF)
This map looks like it just had thanksgiving, unbuckled it's belt, and let its tubby wubby fat noise rain side to side. I say that endearingly however, as I do like the map, but I think it's a little too 'loose'. Down scaling, I feel would go a long way, especially with the big middle building. I disagree with the recommendation of removing the subway, as I found myself traversing through it quite a bit, but perhaps try and streamline it. And also give the train the Terminal treatment. Tighten it up, I think it has the potential to be the best Battle of Noctu- I mean, one of the best BTB maps in the group. Also, I don't blame you for the lack of aesthetics and most notably grey sky, all I ask is... why
The Cradle by
HalfDemonANBU: Large symmetrical map with moving gondolas (Strongholds)
I didn't like it. Couldn't tell where I was suppose to go, felt as if there were no vehicle paths, and the gondola's themselves were too difficult to get onto. It took me half the game just to figure out how to get to where the Banshee spawned. The concept I REALLY like, but I think the map itself was a misfire. I'd say coming up with a new design that focuses primarily on the Gondola moment would be a smart way to go about it, rather than having them just floating above at the top of the map. You got a really special concept here, don't be afraid to experiment with different designs and layouts. For instance, you know how some maps have entire path ways designated to bring the player back to the center atrium? Think of your gondola's as center atrium's, and move the bases forwards and on top of them so that when the Gondola enters blue base, it ENTER's blue base, giving everyone a very obvious and fair chance of getting on board.
Gallows by
BlazeDillon: Inversely symmetrical map with banshees (Slayer)
Blaze, I know you're not big on BTB, but you're not suppose to let it show. DOWNSCALE, and try to incorporate the vehicle routs in ways that infantry will find more interaction with them. Also, I'm not a huge fan of being sniped by a DMR from the other side of the map. Some segmentation could go a long way. Love ya buddy, but I'm not going to lie to you, this design you've had since H2A is not exactly the best, but I could see it working if you went forward now with a mindset to re imagine what you already have. Try to avoid large flat spaces, and tighten everything up. The point of a BTB map is to not be big, the point of a BTB map is to support a bigger amount of players, and you can do that through a variation of things, such as segmentation, pathing, and condensity, all of which your map has... but not really. I feel like I sound like I sound like an ass, but I just want this map to succeed. Feel free to bring me in anytime if you'd like any more direct feedback.