This is my new map, now named Dormancy. It has a somewhat Sanctuary (Asylum)-esque feel, what with the (partially) outdoor setting, circular centerpiece (actually two of them in this case), and elevated bases. However, a lot of the layout is quite different and I think the end result is something that would play in a different way. The map has one unusual feature: it's divided almost in halves, one of which is is the outdoor courtyard and the other of which is a huge forerunner hall. Multiple large doors connect the two sections, and a circular stone monument in the courtyard marks the actual center of the map. The bases are at each end, connected to both the courtyard and the hall. I'm gonna be setting up gametypes today and testing this week. Pics:
I think your fountain needs some work unless your going for an abstract look, if thats the case then its perfect. But I really love the artistic/roman/greek look of the architecture in this map.
They are if you just try to hang out on them. The intent is for there to not really be a large base structure like on Sanctuary, but more of an area at that side of the map that your team owns, with a smaller structure where the objective sits and you can stand on and DMR from. But really, your team needs to control that structure as well as the general area around it. The short tunnel against the courtyard wall and the area outside the big hall should also be considered a key part of your "base."
I like all of it. Except the mancannons, and the cluttery feel of the big house. The bases are good, the rock pathways are really cool, the outside structure of the big house is cool, everything. I just think making it a bit less cramped could do some good. Also, a slanted roof would be awesome on it . Haha. Hope I get a game sometime. Good lucckkk.
Thanks. Yeah, I more wanted to suggest a fountain than build something elaborate - that was the simplest design I came up with that looked pretty cool but didn't take up a lot of pieces to make. Initially I thought of building some kind of sculpture on top but it would have required a lot of decorative stuff, and I really want this map to be playable first and foremost. Currently it only uses about 7000 in budget. [br][/br]Edited by merge: I think if you ran around it a bit you'd find it's more open than it appears. The large hall in particular is actually quite open on the interior. The decorative braces up top make it look a little busy in that screenshot, but they're really just beams supporting the ceiling - there's no playable area up there (in fact it's all covered with a soft kill zone). re: the mancannons - I added those just to give a way into the top room of each base, and a way to approach the bases without being DMR-able from some range. Basically just to make the gameplay a bit less predictable, in other words. I'm not fond of them aesthetically in this context, but they serve a good purpose. Depending on playtests though, I may take them out, or substitute light mancannons somewhat closer to the bases - we'll see how it goes. Anyway thanks for the feedback! edit - Regarding the mancannons, I decided to elevate them to make sure people wouldn't walk into them accidentally. They now sit on a 1x1 block with a small incline leading up. The block and incline both are right up against, and partway merged into, the outer fence. And regarding the map name, I've decided to call it Dormancy.
Mancannons would be cool if they were like "water" coming out of the fountain. And, ya know, they just happened to shoot you to the top of the bases. Also, I didn't really mean cluttery/cramped in the long hall as much as I did just a huge amalgam of textures/colors. Idk, I just think you could clean it up a bit to make it look nicer, feel better, and hopefully play better.
That actually would be awesome. I don't see how I could do it but I'm going to at least stare at it for a while and see if it seems possible. Oh, gotcha! I'm still in the revision process so that may change, but my overall concern is more on keeping my budget down than aesthetic purity. Or maybe I should say it's like 70/30. That building is already a piece-hog, I want to be very careful about how I polish it up. But I'll still be working on it for a bit, and feel free to friend request me if you want a tour (GT: Nutduster) and to make suggestions.
This map looks nice and interesting in terms of gameplay, but I agree with erupt when I say you should change them. They look sloppy out in the middle.
You mean the mancannons? They're elevated now on blocks so it may look a little better. I'll put up an updated screenshot at some point.
Just use a bunch of one way shield doors for the water in the fountain. That'll be sure to piss off anyone who tries to jump in. If you don't want people really mad because they're stuck in the fountain, you could place a soft kill zone or use regular shield doors.
This is most likely going to be undergoing some testing tonight - anyone who wants in, message me by about 7 or 8 PM Eastern. I've made a few minor adjustments - 1. the aesthetics of the forerunner hall have been improved; 2. the fountain has been raised very slightly to block line of sight for people on ground level; and 3. the mancannons have been made aesthetically pleasing (I merged them into a 1x1 block and capped it with an inactive teleporter, so it looks like a subtler version of a grav lift - it's much more fitting for the rest of the map.)