Recently all of my maps have been with 2v2 (most notably Dust-Up) game types in mind. So I present you my second map post on forge hub! Mackeral originally started as a sketch with the idea of three atriums. I sketched one room and two atriums and the rest was forged impromptu. I eventually came to a little forgers block and luckily basketskate3 was online and he threw in his fantastic ideas and I was then able to finish the map. The map has the following weapons: X1 Sniper Rifle 1 Spare Clip 180 Respawn X1 Needler 1 Spare Clip 90 Respawn X1 Sticky Detonator 2 Spare Clip 120 Respawn X1 DMR 2 Spare Clip 90 Respawn X2 Plasma Grenades 60 Respawn X4 BR's 2 Spare Clip 30 Respawn In the video Fenix made a bee line to all three power weapons by chance at around 3:35 Mackeral - 2v2 Dust-Up - YouTube
I really liked playing on this map and hopefully will get in some more games on it and make you some more vids. The only issue I can think of is the center bottom floor seems not used. Such a pretty section of the map to never really get played on or looked at. To much high ground and ways to go from one side to the other without ever having to touch the bottom. BTW, I have a 5 minute version of this video coming your way with even better quality, no hud, and a fancy thumbnail. Be posted in about an hour. Recap
Holy Mackeral! - sorry couldn't resist... This looks pretty cool man, reminds me of Scyth a little bit.
Beautiful map. The action seems to move around the map nicely. I really like that most of the floors in the map are black, so they break up the monotone beige-ish look of the other objects.
Thanks for the feed back fellas, it feels nice posting a map I'll work on getting the bottom a little more action. I assume you're talking about the one with the vertical railings (I've made that room quite interesting). I've also limited some travel across the top atrium/crate-rium. Made a rock-ramp more easily accessible. Slightly improved teleporters. Put a LoS blocker in lower blue. Amped up some aesthetics.
didn't I just see you say something in that interview with Nutduster that sometimes you jsut come up with a map name that sounds badass? Maybe he just thought it was a badass kind of fish? Me, I would've chosen a Tuna >)))>
I thoroughly enjoyed playing this with you that time - the layout was relatively easy to grasp and no single position immediately stuck out as being heavily advantageous. Each room and pathway seemed to have its own disadvantage, and cover was placed where needed most. I do agree with Fenix Hulk with regards to the bottom level. I don't think I ever traversed it in our game, due to no power weapons spawning down there and the lack of vantage points it offers. I also felt like I would be a little vulnerable if I went to lower ground, although it may have had plenty of cover that I didn't notice. The aesthetics could do with a tiny bit of touching up, however I understand the map's in its early stages so aesthetics may be on the back burner for now. Aside from this, Mackeral played pretty stellar. I'd like to play this with you again now that I have a better understanding of the layout and weapon spawns. I want to see if I can exploit it in any way, haha.
Honestly I had a friend who had Thrift Shop by Macklemore stuck in his head haha. But I tried to incorporate a few aesthetics that kinda fit a theme with it (A little far fetched TBH). I will do my best to enhance the bottom floor. As of now the teleporter is a two way, so you can take it, then the lift to get to red room with minimal conflict (albiet, that does require some map knowledge). And I'll be moving the sniper rifle down today. Thanks for the input guys. I'll get it on my fileshare. I just have a few complications with my xbox's to do it conveniently.
My favorite room is to the left of the blue spawn, where you can look out onto the target designator spawn, also the mushroom room has some fun verticality. It's been interesting to see the tweaks you've made to balance the map, while adding weapons, and spawns. I think you've done well dude, with the addition of the teleporter specifically it speeds up the flow and balances the red and blue sides.