What Is Conflict? Conflict is a game variant of Land Grab, based on Conquest and MLG. The goal is to capture the territories, but unlike Conquest, which is simple back-and-forth, Conflict maps have more than one access point to each territory, and a central territory ('The Hub'); controlling this central hub is difficult (there are multiple access points), but gives you greater command over the rest of the territories. The territories are mostly connected; emphasising constant combat. Conflict maps are simple and enclosed, with few weapons and grenades on the map. There is usually a Shotgun at the beginning for each team leader (with no spare clips, and no respawn), and a Power Weapon which appears towards the end of the round above the central hub, to give its occupier a chance for a final push. Further Details: BR Starts Increased health; the idea is that if an advancement isn't working, your team can retreat and try and different apporach. No grenades - this is done to prevent spamming in enclosed maps. Like Conquest; 3 rounds of 3 minutes, with a 30s Sudden Death. No radars; the maps are too small, and it's more fun & competitive this way! The official colours of Conflict are Pink & Yellow! This gametype was designed as an alternative to Conquest, emphasising constant combat from all angles, rather than just back-&-forth action. Download Conflict v1.1 Here Conflict Maps: ALL MAPS HAVE ROOFS! THERE WERE TAKEN OFF FOR THE PICTURES! THE MAPS ARE INESCAPABLE!!! HOURGLASS V1.5: The map is flowing, close-combat, & enclosed, with 5 territories. 4 of the territories have only 2 access points, while the central hub has 4; controlling this hub is difficult, but gives you greater command of the other territories. Outside of the starting points, all territories are connecting, emphasising constant combat. The map is based on the shape of an Hourglass, with teams starting at either ends. The actual map has a roof (it was taken off for the picture) and is inescapable. As well as Conflict, the map also supports Conquest, Oddball & TS. See the original post for more detail Download Hourglass v1.5 DIAMOND: This map is fully enclosed & a mixture of mid-range and close-combat, with 7 territories for capture. 6 of the territories have only 2 access points, while the central 'hub' has 4. Controlling this central hub is difficult, but gives you greater command of the other territories. Most of the territories are connecting (the areas outside of territories will be shown below), emphasising constant combat. The map is based on a diamond, with a large combat area along the middle, and more-narrow corridors on the outside. Teams start at either end. The actual map has a roof (it was taken off for the picture) and is inescapable. As well as Conflict, the map also supports Conquest, Oddball & TS. This is my favourite map so far! See the original post for more detail Download Diamond NUCLEUS V2: This is an update of my very first competitive map; it is essential Map 0 in the Conflict series (I’ve got 3 more planned right now). The original Nucleus was based vaguely on a Honeycomb, but the new version has been extended to give more space to combatants. The map has 5 territories; 4 with 3 access points each, while the central hub has 4 access points. While it is difficult to control this central hub, it gives you greater command over the rest of the map. The structure off the map is a square within a square. Teams start at either end. The actual map has a roof (it was taken off for the picture) and is inescapable. See the original post for more detail Download Nucleus V2 Conclusion I hope you enjoyed this short post. There are maps to come! Reception to these posts have been very positive, and I'm fully hoping this gametype will take off - perhaps with people contributing their own interpretations also? Anyways, enjoy, and this page will be updated very soon! DISCLAIMER: I asked the creator of Conquest for his permission to use his gametype as a basis for my own.
I saw hourglass and thought it was good. I think that this is an excellent gametype, but maybe try posting it under the standards for gametypes? I know that you cannot just play it on any map, because it needs that one central control point. 5/5 on the gametype, but I don't think it goes here.
Ill be sure to DL Diamond, as it is the best looking of the 2. But do the maps have roofs, cause the you could just nade jump out of them both. May I create my own Conflict map and send it to you for your approval? 4.75/5 Cheers! Desert Rat 852
I loved the first one. I have yet to DL the second though. I will do that. Anyways some problems that occured with the first map were grebade spamming and players that would camp at the ends of the tunnels, in a slayer match.
Both maps have roofs and are inescapable. And yes of course you don't need my permission! ---- Did you download the gametype? Conflict has No Grenade starts to prevent spamming, and is Territories so camping is useless.
Ooh you turned it into a map pack? Ive DL them already and you get a 5/5 on both. To anyone who reads this post: These are 2 maps that you should have if your friends are big trash talkers. Keep up the good work!
at first i thought how similar the map was to another and then i remeber it as diamond. anyways they are both great maps
looks pretty good also (i dont know if you invented it or not) but the gametype is a pretty cool idea
this sounds great am dling and im sure it will play great i am working on a mlg map{amongst others} at the moment but i think it will play better with this game ype nice work and the maps look great too simple{simple is good} and very effective kind of like the node thing on unreal tournament which plays very well this is the same theory
Cool map design and layout. i'd give it a 4.5/5 for design and 4/5 for flexibility for different gametypes
Just a couple of notes before I go to bed... Yep I did invent the gametype as an alternative to Conquest, which I though was a bit too rigid and linear. Some gameplay elements have been retained from Conquest, but mostly it has a more MLG feel. That should work well as I said above the gametype is sort of the bastard child of Conquest, Land Grab & MLG (I'm guessing they had some sort of drunken 3some). Let me know how the gametype works out; there's always room for V2.
Oh now a map pack. Ive seen diamond but not hourglass. They look preety similar but once again they both look well made and the gametype sounds great.
Map-packs are usually garbage. To be honest, I don't really post on a thread unless I just really love it, or unless I feel I have something that's important to say (makes you wonder why I haven't posted in a while). *cough*that was subliminally saying all recent maps have sucked*cough* In this case, I simply love what you've done. The idea of a map-pack sortta turns me off. It usually shows that the player has spread out the work that should be put into a single map over several maps, which ends up in 3-5 "mehh" maps. What I like here? It doesn't seem to be the case. I see three great, well put-together maps. All your Wall lines look clean, and I like the idea of the gametype. The only part I can really see room for improvement in is your post. I realize there is a span of three maps that you must cover, but a bit more detail would be nice. I'm one of those idiots who actually reads everything the poster has to say, so I appreciate that sort of thing. Great job on your maps, though, bro! I enjoyed checking 'em out.
Thankyou I'll take your criticism on board and bulk-out the description; though full descriptions are available in the links above the download links. Anyways, maybe I'll change the name to Map Index; I made this because I wanted a place to store all my Conflict maps (I'm making one as I type this), and it would be easier than having a million different links in my sig I thought. Anyways, thanks again.
it looks like you have good room based combat here, very good concept that most people havent tried. you are unchalenged in this area of map design. keep dishin em out!
Cool, i like your maps, though, i think you should have made the walls, etc. Higher, rather then having NO grenades at the start.