King of the hill, headhunter and oddball. They are the only ones which I think would work on this map.
Map looks good, wish you would have made it out of the water though. I don't know why everyone is set on having puddles of water in their maps. But excellent work on the architecture.
thanks for the comment Right now I’m doing a set of 3 similar maps. And I choose to make them with water. After I’ve made the last one of the Emollitus set I will make others. Those will not have water paths. So if you liked the architecture of this but disliked the water on these you might look out for my upcoming maps. // DeStarfighter
Sorry, so far I don’t have any previews of the third map. For the moment I’m testing some ideas and designs. But I can tell you when I got some kind of preview. I think the third map will be a BTB map, if I can do it properly without forge budget holding me back.
sweet ^^ looking forward to it, and a BTB map in this style would be awesome tell me if you need any testers.
Sure. you will be first in line to be tester ;P actually. . . anyone who wants to test my upcoming maps can just write me a message and I will add you on my xbox friendslist. // DeStarfighter
thats really nice of you so when will the map be ready for a good testrun? and by the way you should do a infection gametype on this one. ;P
now this map has reached its 1000 DL. thanks to everyone who downloaded and played ^^ I love all of you. XOXO // DeStarfighter
I downloaded your map and it looks BEAUTIFUL. However, I'm sad to admit that that's about where the pros end. It's just not designed well for gameplay. The map is extremely close quarters and there is no direct route anywhere. It's almost pointless to fight uptop, and the only time battles ever moved up there was when the winning team camped there. It's completely isolated from the bottom section of the map. I'm also not a fan of the initial spawn placement. When I played this map for the first time, (in FFA slayer) I took one step forward and fell to my death. The bottom section of your map is almost made entirely of narrow hallways. All in all, it doesn't flow very well. However, the forging is beautiful and you have alot of potential. You're a forger to watch.
When we played this today, I really liked the map visually, and the verticality of the map was awesome (although it would be a nightmare without jetpack). I however did not like the bottom floor at all. Overall, the map is great for jetpacks and looks good, but honestly breaks a lot of the rules of what makes a good competitive map. It's still a lot of fun though.
Hi Starfighter ^^ I've been playing all your Emollitus maps for quite some time now and really love them all. But having played them as much has revealed some minor things that I would suggest that you take a look at before posting the V2:s. So I'm going to conviniently enough post what I think you should do on respective map thread ;P The Second map. Tower of Emollitus! This map is extremely original and is the first really vertical map I've played that still seems to have some kind of balance between the levels. things you might need to take a look at is the spawning. try to avoid making players face a column while respawning. it makes it hard to know where you are and it takes longer to get back to the game. also you need to fix the "top" spawns so the risk of falling down and die directly after respawning is decreased ;P and because its such an advantage to have a jetpack on this map you should consider to make a special gametype for it. but thats not really important because there is ways to get around without them both up and down and there is jetpacks already on the map but its a suggestion. the bottom middle floor when you can fly up the tunnel should be removed. like put a soft kill zone there. and last thing. change the gravity hammer to normal