Hey guys, it feels good to finally be writing up a map post, a year and a half since my last. And man, I wouldn't have expected it to be something like this. Citrus spawned from a 1v1 map I threw together quite a while ago. It was extremely, extremely crappy. So I decided to forget about it and go back to what I usually forge. But, along came the 2v2 Dust Up competition. Straight away I decided I would have a go at creating something, despite my previous ****ty iteration. I looked at this dreaded map, and pulled core layout elements from it to implement into what you see here. What I ended up with was a decent looking map that played, hmmm, okay. But after a fair amount of testing it started to play pretty good. You need to be hot on your toes with Citrus, it is quite open, giving lots of long site lines, for and against you, where ever you are. The DMR's on the map can be really helpful. There are two power weapons to make use of; a Railgun and a Sniper Rifle. When the game begins Red team get a slight advantage to the Sniper, while Blue team get the edge on Rails. But, either can be challenged for from first attack. Additional Screenshots Spoiler >Download Now!< I thank everyone that assisted me in the making of Citrus. Cheeze Nutduster xAudienceofone Berb PA1NTS Kazerra Fenix Hulk TMR Legend Oasis Hurler JKaddict Let me know what you think! Thanks for everything <3
I'm glad to see this released! I remember playing an early-ish version of this and giving a few suggestions, and then I played that game yesterday - it was miles better. Citrus plays excellently. As you mentioned in your post, there are lot of long sightlines. These are in no way a bad thing, and really bring an interesting dynamic to the map; I was forced to be constantly aware of my surroundings, and like Nutty or Paints mentioned, your enemy had multiple ways of approaching you. That is one of the factors that makes a good map. I also love the aesthetics. They are so simple, so cleanly Forged, and really wonderful to look at. I like how the green grass and orange pieces remind me of an orange, which was obviously the theme you were going for! Good job with this. I think it will be a serious contender in the Dust-Up competition.
Man, such a clean design. You've really learned how to use those lovely pieces from the Ramp section. You also managed to make some blocks look new and different, which is very refreshing. I can't really tell for the gameplay as I haven't played this map lately, or any 2v2 rather, but it sure does look promising. And you have to teach me how to do those cool Publisher banners sometime. I'm **** with anything that comes down to designing things on computers such as Photoshop... I'm **** with computers in general. But I do like to learn how to do it.
One hell of a new journey into the competitive scene, Elliot. I've played Citrus a few times, and it's always been pretty solid. The aesthetics are nothing short of grand, and the map is designed with a simplistic complexity that I am happy to see pop up. I would love to see you continue to work on these competitive maps, with your infection background I think you could come up with some really inventive things. Forget what us conventional competitive forgers say and build something fantastic (then of course fix it where it needs fixing ). Citrus' only flaw in my mind is that it is rather basic (some good height variation, but it's mostly very blocky and expectable in design) and there are certain areas (mostly around the edges of the map) that I had never n inclination of going to outside some spawning. I feel like with such a strong start, though, you could be releasing some incredible creations in the near future. I'm interested to see what's next.
Thank you Kazerra! Yeah, the long sight lines is what I really enjoy on this map, thanks for testing You really think so? Thanks so much.
Thanks a lot Remco, a lot of people seem to like Citrus' clean aesthetics Check out the gameplay I just added for a better look, we will get a game on it together sometime. I certainly will do! Its quite simple, but gives some good results.
Oh man it has been, and I've loved it. I'm really, really glad you like it. Coming from a forger like yourself it means a lot. You're right, it does have flaws, but it is something I have already learned from and I will be improving on in future maps. And thanks for all the helpful tips, they have definitely changed Citrus for the better.
I'm a big fan of minimalistic design, so I love the aesthetics. around the edges the 4x4 blocks and the landing pads are justified by their simplicity, but the minimalism of the landing pads mixing with the antenna larges is just so good, I think it's how the simplicity of the black draws your eyes towards all of the definition on the antennas. the 4x4 side has an intentional theme with the black from the coliseum walls, but when I was looking at it I knew I was looking at 4x4 pieces. maybe it's because I'm a forge, either way it's not going to affect gameplay. I should also say I couldn't tell what part of ravine the map was on until I saw the overview, and that's a tricky tricky thing to do. KOTH Was Epic on this map, it was full of beat downs and an unexpected and awesome amount of variations in height. The fights often went up into the air and over the edges of the higher walk ways, I had allot of fun using the assault rifle which is pretty unusual for me. Suffocation49 told me that Auburn told him to use 45% angles, so I've been incorporating them into my latest vaguely octagonal maps. I'd like to see another super minimalistic map with some 45% angles mixing up the players spacial cognition. This map definitely is getting a spot on my hard drive.
Glad you like it, Oasis. Yeah, KotH is great fun, I updated the hill locations to be a bit fairer since we tested, we should play it again some time. UPDATED: Swapped Sticky Detonator for Railgun. Download again for the latest version!
Map looks solid. Glad to see you getting into the competitive aspect my friend. I'll have to get a couple games on this.