This is a new 4v4 I've been working on, built in and out of the quarry. I am open to name suggestions, but it's Rhizome for now. Here are a few pics for now, and I will add more over time. Blue base from Gold: Cliffside middle chamber: Red Cliffside: Blue cliffside: Quarry-side back corner of red base: Gold structure: Right flank of blue base: Sprint jump from gold to red: Here's an overview to give you an idea of how it all connects. (Everything looks better from the ground although I know the roofs look ugly but they should never be seen in game except for by a terminal jetpacker). Thanks for viewing! Any early feedback is appreciated.
The second to last image seems to have a long line of sight there and the roofing looks strange and out of place. Other than that (and the ugly coliseum floors) this looks good from what I can tell.
Well as for the colly ceilings and floors, there's not much I can do there since replacing them with more numerous, interesting pieces would probably challenge the framerate. So far it works in split screen with no noticeable hiccups. As for the long LOS, are you talking about the picture labelled "Gold structure"? If so I think that picture is quite deceiving. If you look at it from where the player can actually stand, the view from that far blue perch to the red perch (bottom left of where the pic is taken from) gives just a sliver of a view. It is thinner and shorter of a view than say, the distance between the sniper towers on The Pit, and I was kind of playing off of that concept there. I will try to put up some pics later to show you what I mean. Of course, I won't get to test it til tuesday so who knows how it'll actually play. I will keep what you said in mind about the sightlines during testing. Thanks, audience.
For the ceiling I mean that it looks weird to have a ceiling- like an abrupt and strange feature that very poorly fits with the map. I would try removing it and seeing if that looks alright- or lining the outside of it with window coli's. Would not 2x4 blocks work well without creating screenlag in the flooring? Or perhaps large braces? It's hard to get an idea of the surface area you have there from the images but I think neither of those pieces would cause much hiccups in the frame rate. Yes, that is the image I am referring to. I could be wrong- given I can only see so much of the area, though from the far end to the very fron there seems to be nothing to break any lines of sight.
Looks good! I like the you used tunnels for aesthetic purposes rather than as tunnels. Looking forward to the inevitable million games we will be playing on it
Interesting .... I like the way it looks : Simple and Clean . Reminds me The pit ( I Dont Know Why ? ) Hope this will came out soon !
@ Audience, Here are some pics to demonstrate the limitations in line of sight. Notice that aside from that perch, the view of the opposite base is entirely blocked by the gold structure: I have put a good deal of thought in spacing everything with LOS in mind, so that each area is safe from some directions and vulnerable from others. Hopefully the design works in practice... @Gorilla, thanks. I'll try to just keep it at a thousand rather than a million tests. @Frenchy's, Merci, les mecs. It does have a little bit of inspiration from the pit here and there (I've been piggybacking off that glorious map for some time) but it also brings some new things to the table (I hope). Also, I added a few more pics to the OP.
Okay, I see the scale and views much better now. It's not nearly as long sight lines as I thought. Here's to hoping I get to help you test this then! Thanks for the new imges, that helped clear up a lot.
Can't really say much, I havn't been on Xbox for months, but I really like the use of the platforms, and I like the lifts, they seem like they have the best placing.
Wow Shik, you have a bad memory because I played with you just 3 or 4 weeks ago. As for the map. It looks nicely forged, but framerate may be a problem.
The map looks really nice, the grass and tunnels do a nice job in breaking up that grey. My only dislike so far would have to be those crates. Are they really necessary? Hope to play on this soon.
Thanks for the comments, guys. I forgot to mention, if you're interested in testing the map, come join us at the TCOJ customs lobby, Tuesday nights at 7pm EST. This week is booked up but the signup thread for next week appears on friday. @Elite Warrior5, I ran around in two-player split screen and so far there are no frame rate drops. It could be different in a full game but right now there appears to be no lag. I tried to block sightlines so that no view showed too much of the map. @X2sora, Some of the crates are for jumps, and for little safe spawning cubbies, but I guess I could do something different in those places if they don't look good. Do you think covenant crates suit the map aesthetic better, or just no crates at all? I realize that greyish brown human crates on a greyish pallet can't do too much aesthetic work.
If you are going to have crates at all I would keep the ones you have. If you can replace them with something else that would be nice. If they really do help game-play just keep them.
Sorry for the late reply guys. @ Sora, I had an idea for something to replace some of the crates, so I'm coming for you for feedback on them at the next tcoj! @ Fritzster, It's hard to tell from the pics but the map is a bit larger than it seems. I think 2v2 might be a little thin, but I will try it out to see if it supports it. Otherwise I'd recommend either six or eight players.
Having now played this - it's a nice fun map, with a fair amount of Pit-y goodness. Lines of sight were never a problem, and it's definitely a 4v4 map. Just one flaw, which we already discussed, is how action moved to the balcony (that's what I'm calling it anyway) repeatedly. I think the combination of elevation, teleport receivers, and plentiful cover (to the rest of the map) was what did it. If you can weaken that position a bit or create an equally strong one on the opposite side, I think the map will benefit from it. I'm also curious, what is the design intent of the teleporters? I did use them several times in-game but basically just to keep getting back to what I perceived as "the place to be" - I assume you had something more in mind.
Is there really a sprint jump from gold to red? Or is it from red to gold? Cause gold looks lower, might not be able to make that jump. But then again, I can't really tell by looking at the pics.