I recently finished 'SR Serpent Alley'(Edit: Serpent Alley) and was hoping for some critique from the Map Making Community.
The idea for the map is based on the theory of Tic-Tac-Toe. I wanted to create a grid-like map where controlling one area both leads and limits the battle. I toyed with how to balance each of the 5 main areas against each other and spent a considerable amount of time planning how to keep the meter in the Green while putting together something that can be Noob Friendly and challenging for the Veterans.
Something that I disliked about the maps I was playing before was the lack of vertical movement. The maps I was playing were very flat, simple, and uninteresting which drove my need to create something that forces the player to look up. I wanted each area to be uniquely different from the next which I hoped would entice those that like to explore to look around but allow landmarks to make the path less confusing. I think of the map being like a spider web of forts connected to one another through bridges and paths where the players can choose to hold and protect or advance.
The architectural style was influenced by an area near my home called Santana Row where city buildings and parks mesh together in an outdoor market/mall to create a very unique landscape. Although I tend to gravitate toward close quarter encounters, I believe I pushed the envelope by finding ways to make the map useful for all the classes in any given game mode. There are the towers and roof tops for the Snipers, alleys for the Guerillas, open areas for the Commandos, and hidden passages and corridors for the Saboteurs.
Download and enjoy! Invite me to a match for a tour or some advance tactic tips. Most importantly, please let me know what you think are my strengths and weaknesses. I am dying to get back to the editor and improve my next map.
Ah, the pictures…
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The Layout
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The Likeness







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