I would greatly appreciate ANY constructive criticism of some maps I made. Please dl the following Foundry variants and let me know what you think, what needs tweaking, and what sucks.
Munitions Depot
This map is designed for heavy BR use while giving enough opportunities for sniper and dual combat. It features three levels, each more open then the next. There are two man cannons on either side of the map that are both aimed directly at the lone sniper rifle on the map. The energy sword is in a oom in the middle of the map accessible from top level, mid level, and a tunnel underneath that has a Grav Cannon (three man cannons in unison) directly under the sword. The power ups are also accessible by man cannon. The Overshield is located at the center wall between the two bases and is only accessible by the cannon by the rocket launcher. Active cammo is a bit trickier, as it is located underneath the sniper rifle location, hovering in the crane mechanism. There is also a gravity hammer in the open box near the stairs for sword room. Each base has a grav lift tucked in the gap between the wall and the platform so sneaky Spartans can blind-side a team on defense. Bases are equipped with BRs, two SMGs, two Brute Spikers, a Plasma Pistol, and a Plasma Rifle.
Munitions 2
Pretty much the same as MD but a few cosmetic changes and more protection against spawn killing. The grav hammer has been removed and the rocket launcher has been moved to the lower level and been given a more concealed location. More bridges were added to expand the upper level and two open boxes have been place to provide some cover.
The respawn rates for the power ups and power weapons are as follows:
Active Cammo/Overshield - 120 sec
Energy Sword - 120 sec
Rocket Lancher - 120 sec 1 extra clip
Sniper Rifel - 90 sec 1 extra clip
Gravity Hammer - 120 sec (not available in Munitions 2)
The Armory
This map is a bit more complex than the first two. Having 4 levels (if you include the sniper skywalks), attacks can come from anywhere. Start spawn have BRs in the hall and Large ramps allow access to the mid and upper levels from the bases where players will pass by BR/Carbine, shotguns, and a plasma rifle. You can also get up there by platforming up the cage box. The "garage" area has a truck facing outward where the active camo sits in the back of it. The overshield is on a truck on the other side of the map. There is a custom powerup located in the floating cage box accessible via stairways. The rocket launcher is located in an isolated hallway by the grav cannon behind the window panels. The energy sword in hovering high in the air above the center of the map and is accessible by two paths. The easy way is to take the grav cannon (three cannons together) that shoots you up to another cannon that is pointed outwards. This flings you across the map directly at the sword, then drops you adjacent to the garage. The hard way is to quickly platform jump from box to box, or from the walkway to the box and you can jump across the gap and snag it out of the air. This is the most dangerous way since it is completely out in the open. There are grav lifts that shoot you up to the high platform in the middle of the map where the grav cannon and rocket launcher are. hidden in a small area in mid level above these lifts are the only maulers in the game.
The Armory 2
Again, a slight variation of Armory, more cosmetic changes and reduced spawn killing. I removed the floating cage box and bridge and put in a single open box but the powerup has stayed . I moved to over shield to the rocket launchers location and moved the rocket launcher on top of the open box above the custom powerup.
The respawn times for the power ups and power weapons is as follows:
Custom powerup - 120 sec not available at start
Active Camo/Over shield - 120 sec
Rocket Launcher - 120 sec - no clip
Sniper Rifle - 90 sec - 1 extra clip
Energy Sword - 120 sec
I also have a Game Variant to go with The Armory, simply titled.....The Armory. This gives the custom powerup the abilites for instakill, invulnerability, and maximum radar range for 20 seconds.