MLG Torque v2.1 Created by Naptiva Version 2.1 has been uploaded (ALL VERSIONS ARE 2.1) Changes include: Arena is no longer escapable (if you do, please let me know so I can correct) Added Spawns to both sides Changed cover from barriers to walls on top of yellow and white bases. Total Forge Time (for those who want to know) v1=18 Hours (In one sitting, not kidding) v2=7 hours (In one sitting again, still not kidding) MM+MMFFA+MLGFFA=1 hour Total Time = 26 Hours MLG FFA Version Avaiable Here MM Version Available Here MM FFA Version Avaiable Here Supported Gametypes: Team Slayer, CTF (recommend ONS CTF or PIT CTF), King of the Hill Map Description I admit, I rushed the first version of MLG Torque. There were problems such as unsmooth walkways, shield doors, open areas, etc. So I went back and revamped, remodified, and rethought every angle and line of sight, and I'm really proud to give you this, MLG Torque v2. How it differs from v1: 1)Removal of Shield Doors. 2)All bridges are upside down and COMPLETELY SMOOTH TRANSFERS. 3)Modified sub bases adding catwalks. 4)Added mini base in front of main base for better shooting angles, protection 5)Reworked all the spawns adding in about 12 more spawns for each, there are now 4 main areas where you can spawn, so no more spawn camping. There's also a forced spawn on the opposing side if you do get spawn trapped. 6)Reworked angles for better/ easier grenade throws. 7)Removed 2x Snipers. 8) Added 2x plasma pistols. 9)Everything is merged/interlocked in some way. The reason for these changes was simply to allow better flow while at the same time, not making it easy for one team to dominate the other. More cover, allows more angles, lines of sights. Weapons on map: Rockets: Middle-Drop Spawn-3 min respawn (1 extra clip) BR's:6 on each side-30 second respawn (2 extra clips) Carbines: 1 on each side, on white and yellow-90 second respawn Plasma pistols: On barriers each side of map-90 second respawn Frags: Accompany all BR's Stickies: Accompany all Carbines Now onto pictures (included are pictures of original MLG Torque so you can see the difference _________________________________________________ EDIT: I've removed the comparison shots since everyone seems to get confused. Only pictures of v2.1 remain. Note: At the time these pictures were taken, the Side Indicators( Blue and Red) were on wrong side. This was corrected before the map was uploaded. View of Red Base Neutral Base in middle v2 Overview Another Overview View from Blue Starting Spawn Sub Base with stairs to Catwalks _________________________________________________ That brings this to a close basically. Please rate, comment, and let me know what you think. NOTE: If you do have some problems with the map, that's fine, but when you comment, be specific instead of vague, it really helps. My next map will be the first release of my Forge Blitz will be on 6/26 or 6/27...It will be a puzzle map with MS points as the prize! Download MLG Torque v2.1 Total D/L's as of 6/23: 65 (v1+v2)
That was quick since your V1. You really improved the map with more interlocking and if im correct, cover. Love the centre bit.
Yes, it was quick, but the responses I was getting all centered around the same things, So I knew what needed to be changed and what didn't. Thanks
looks pretty good uv got some cool features, ther could b some improvements but looks fun and nicely done
The only thing I can see from the pics to add is maybe a door or dumpster or two along the longer catwalks. Its impossible to dodge BR/carbine/sniper shots up there.
I'll keep that in mind for a v3 if it's warranted. Unfortunately, I have about 1 dollar left, so I'd have to rework some things. Probably the weapon layout. Although you can always drop off the catwalk to safety if you know where you're being shot from.
im not a very big fan of using power ups as lights but using the yellow glowing part of a teleporter in the right way cav be very cool. Also from the back of red base you could jump on those barriers and get on that small ledge. not that anyone would be dumb enough to go up there, i just wanted to point it out
I'm not sure what specifically you're talking about with the teleporters and lights thing. The two teleporters face down on either side of the map are there so people who somehow find themselves out of the playing area(even though that shouldn't be possible), they can simply enter one of the two teleporters and re-enter randomly on either side of the map. I'll keep the jump in the back of the red base in mind for a v3, but considering how open you become to the rest of the map, it's not a smart place to go.