Note: the download link is only a place holder. Do not follow unless you wish to download Terminus. Thanks you. Hey kids, I started this map last night to break from my forger's block. I'm really liking it, despite the 90 degree angles everywhere. I think they work well with this layout though. Anyway, Tavia is an asymmetrical 1v1/2v2 map designed (like a lot of my smaller maps) around evading and flanking your opponents. Reposition after each attack, or you might find yourself counting the seconds of your new respawn. The tight corners and long, narrow sightlines cause you to check every corner or be punished. The weapon set is still under testing, but I'm hoping it works out. Sniper: 2 | 150 sec | 0 clip Concussion Rifle: 1 | 120 sec | 0 clip DMR: 2 | 30 sec | 1 clip Assault Rifle: 2 | 30 sec | 1clip Plasma Pistol: 2 | 30 sec Frag Grenade: 4 | 30 sec Plasma Grenade: 4 | 45 sec Thoughts and criticisms appreciated.
Far be it for me Behemoth, for critisizing ANY of your maps, since most all of them are somehow intricate and complex and asthetically pleasing, but yet this one seems to be only 3X3 talls for the most part. Are you running out of ideas sir?
He did say this was to help with forgers block so maybe he's just using a basic map idea to get warmed up again. Nevertheless, this is still a pretty good looking map
That was an awesome back handed compliment, Shadow. Thanks, and f*ck you. Anyway, Hissing is right. I neded to push out some sort of uniform and plain map. It's a sort of over-practice for keeping a continuous look throuought a big team map I'm working on.
LOL, I actually like the map, from what I have seen in your screenies. I just found it uncommon for you to make it in this fashion. Of what I have seen you make, most all of it looks less blocky, if that is a word. I too have hit a proverbial roadblock with the map I am working on, that was until I transferred it to the Impact pallet and somehow made a plan. I will get the new headshots of it up here soon, but you do whatever you gotta do to get past yo funk bro!
Boxes! Boxes everywhere! TBH Behemoth, I'm not impressed at all with this one. You've made far better maps than this. Sorry to be so blunt.
this looks great. i really like how simplistic the design looks and im a big can of longer lines of signs like this. usually maps with this style of sightlines tend to play similar to halo 2 maps and the lane based checks rather than power positions make it great for 2v2s. but to be honest with the lack of aesthetics most people will more than likely look over this. i also dont think this will play well for 1v1, the lane segregation often makes it too easy to get away and makes it too slow. i wish i could test and give better feedback.
Spin, this wasn't built seriously. It was just something to forge when in a funk. I just happened to like it enough to post a preview for feedback, because this might turn into a legitimate map with enough renovation. @Blaze, come get a game on it soon if you want. 2v2 fits much better than 1v1, but both are enjoyable so far. Thank you for the compliments bud.
I'd love to get a game on it and even help you liven it up a little so it doesn't look so white but sadly my xbox has turned to a paperweight. It won't read disks for hours and when it sometimes does, it'll over heat quickly. On top of that, I'm silver. -_- It's pretty sad. Regardless, good luck. One last thing, From the first picture (the over head) I feel like the bottom right area may either go unused or too easily exploitable because if it's somewhat segregated back ally look. Something I think may benifit it would be to remove the 3v3 tall in the very bottom mid of the picture and add a bride from the left onto the 4 (3x3) block elevation. If this isn't clear, I understand. I'll use paint and show you if you want to give it a shot.
PAINT IT UP, MY BROTHER. Yeah, I tried to follow, but keep gotting lost about the bridge thing haha. Bummer about your xbox :/
The black is the bridge, the red x is the block I feel should be removed and the red line is another thing I was thinking if for some reason you can't go from the right ledge to the middle, maybe adding a jump up or something there could be good, but that's a small concern if at all.
I just tried it and I'm liking it. But then I started another varient, but symmetrical. Rotaionally symmetrical from that edited corner to the bottom right is used, and most of the bottom floor has changed as well. If all goes well, there may be a pack coming along... ;p Thanks for clarifying with those mad paintz skillz.