WARHOLIC submitted a new map: ANTIFREEZE - A symmetrical 8v8 map, supports Slayer, Strongholds and CTF. Read more about this map...
After leaving Washington, I wanted to help retain the visual theme I created with the forerunner geometry as much as possible. I created some structures in sketchup for Tom French to consider when finalizing this map which you can see below.
Just want to say this map is really fun but very broken. In both bases you can break out of the map as well as jumping off of the orange pillar and onto some other spots you can just walk up to the top of the map and hide.
Thanks for letting me know about this one. I've been taking notes on all of the areas players have been getting out of the map. We'll fix it in a future update.
Definitely the coolest map of the bunch. Shame there are exploits on it, but those will get fixed eventually. I'd give ya my gameplay feedback, but I'm too busy forging.
WARHOLIC updated ANTIFREEZE with a new update entry: Version 2 Read the rest of this update entry... Huge thanks to Squally DaBeanz for completely reforging the map and implementing improved design decisions. Without him this update would not be possible and it was a pleasure to co-forge this update with him. Special thanks to Wyvern for fixing our lighting and performance problems by moving the entire map to the Tidal canvas. Thanks to Black Picture for making the best looking 'sneaky' halls and creating new visuals for Closets. Given to Fly for decorating the 'Lookout' location with better visual presentation. Nitro for his decorative additions and SniperC, Randy and Creative Force for last minute help and moral support with this project.
Well, I asked and you said the map didn't have any spawning issues. Would still love to get a second opinion on it. Lets jump in forge sometime.
Yes, they are minimal but greatly impact gameplay. Here are the main design changes: - Additional entrances / exits created for each base - New route created to allow access from caves to closet - Sneaky routes created from Closet streets to Lookout You'll be able to play this tomorrow
I really like the way the map plays better now that the update is out. However, I felt the old version had more color, which I really enjoyed. Preference aside, I do enjoy playing this map. I can't wait until 343 fixes some of the framerate issues going on with all of the btb updated/new maps.
I just found some amazing gameplay from MintBlitz that's worth watching. This guy doesn't die and is getting montage worthy clips on Antifreeze...twice. As if one perfection wasn't enough for him.
I've only played the map a few times and this was probably my second playing the updated version. Antifreeze seems to have gotten worse from what I remember because the map is extremely linear right now. Perhaps that is the charm of the design and I can respect that, but I dislike the way people play the map now - especially on Strongholds - because of how easy it is to trap the other team on their side of the map. That compounded with all the corners and all the scattershots made it impossible to do much of anything. Recurve has similar problems (two players can block all the ridge spawns for the entire game and spawn kill anyone spawning behind them with the railgun), but it's somewhat easier to break out of that setup. We can run around the map sometime this weekend if you'd like to throw ideas around. I'm not a BTB guy, but if the map has a chance to be updated, I think it'd be good to reevaluate some of the pathing.
Thanks so much for the feedback Goat! I rarely get feedback on the map, so hopefully we can really hammer out some improvements together. I've already started to make substantial changes to the general scale and some of the pathing in the middle of the map to create flanking routes. I'll post some pics soon to give you an idea of what I altered. Or we could just run around on Forge together!