CONFLICT MAP INDEX Contents What is Conflict? Gametype MAPS Hourglass v1.5 Tri-Strangle SIGMA Nucleus v1 Nucleus v2 Nucleus v3 Diamond Conclusion Quick Downloads 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. 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! This gametype was designed as an alternative to Conquest, emphasising constant combat from all angles, rather than just back-&-forth action. Download Conflict Gametype Also, I've created a Team SWAT version of Conflict. It is Conflict with SWAT rules, but with no grenade starts or weapons pick-ups, and territories lock after a 30s capture. Let me know what you think: Download Conflict SWAT MAPS [ALL MAPS HAVE ROOFS AND ARE INESCAPABLE. THE ROOFS WERE TAKEN OFF FOR THE PICTURES. ANYONE WHO WRITES "LOOKS EASY TO ESCAPE" GETS PIMP SLAPPED!] 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 an hourglass shape: The actual map has a roof and is inescapable. Each team begins in a corridor at either ends of the map. This is the only place outside of a territory. There is a shotgun in front of the spawn point for the leader of each team. One corridor leading to the central hub. Unlike Conquest, players spawn with a BR to emphasise highly-competitive play, but without grenades to prevent spamming. The cental territory: This central hub has 4 points of access; the others have only 2. Controlling this cental hub gives your team a large advantage, and access to the Needler above, which spawns after 2 minutes. Weapons: Weapon Notes: All weapons except the Shotguns and Needler are available at the beginning of the game, have a 1min respawn time, and the guns have only one spare clip. There are few grenades on this map to prevent spamming in the close-combat area. Using the Conflict gametype, players spawn with no grenades. However, the Shotguns have 0 spare clips; so use them wisely. They also have a 3min respawn time, so in Conflict/Conquest gametypes, they can only be used once per round. The Needler appears 90s into the game in the central hub, to gve players an extra incentive to try and control this area. It has 1 spare clip. The map also shows where the territory flags are, and where Team 1 & Team 2 begin each round. Download Hourglass v1.5 Download Conflict Gametype ------------ ------ Tri-Strangle The map is based on the shape of a Traingle. It is perfectly symmetrical and totally interlocked: The map has a roof; it is inescapable! The roof was taken off for the pictures. There are 6 territories to capture. The most difficult is the central hub, as it has 3 access points whereas the others have 2. However, it is critical to controlling the rest of the map. There are benefits to holding the central territory: a Custom Powerup spawns above you (it has MLG rules: with 2 overshields for 10s) at 150s, to give the controlling team a chance for a final push in the last 30s of the game. It also gives access to the one-way teleported which takes you to the 'peak' of the map: The teleporter is slightly gaurded to make it more difficult for people to just into it; the advantage is to the team that controls the central territory. This scenery was made completely off fence walls on purpose, so you could see who was at either end off the teleporter. This is the first Conflict map I've made with Custom Powerups and a teleporter, so let me know how it works out. Teams spawn at either end with BRs: There is a Needler above each team leader's spawn. This never respawns, so use it wisely. There are also 2 frag grenades ahead of you (w/ 90s respawn times) - you can either use them straight away to push the other team back, or save them for combat in the more narrow parts of the map, such as the long outer-alley. The layout of the map gives a competitive mix of short-, mid- & long-range combat. Weapons To prevent spamming, players start with no grenades. In total, there are only 7 grenades total on the map; 5 frags & 2 stickies. The frags have a 90s respawn time; the stickies have a 45s respawn time. Because this map is enclosed, there are few weapons on the map, but as players start with BRs, there is not much need for them. All weapons have 1min respawns with only 1 spare clip. Exceptions to this are the 2 Needlers (intended for the leaders for each team); these have no spare clips & don't respawn. The Custom Powerup spawns after 150s (with 30s left of the round) above the central hub, as an extra incentive to control this area, which is more exposed than the others. The picture also shows the team spawns (red & yellow), territory areas (in green), and the teleporters in pink. Download Tri-Strangle Download Conflict Gametype ------------ ------ SIGMA The map is based on the Greek letter Sigma (∑), with a few extra paths added to make it playable. It is totally symmetrical, interlocked, and most importantly INESCAPABLE! It has a roof that was taken off for the pictures. There are 5 territories to capture; 4 of them have 2 access points, the 5th, Central Hub has 3 making it more difficult to control. However, controlling this are will give you greater control of the map, and access to a power-weapon when there are 30s left of the round, to give opportunity for one final push. Overview: Once again; the Map has a roof and is inescapable! It was taken off for these pictures! Next person who tells me it's too easy to get out gets pimp slapped. Teams spawn either end, everybody spawns with Battle Rifles, but without grenades to prevent spamming. Also in this are is a Needler for each team leader, 2 Frag Grenades, 2 Battle Rifles, and 2 teleporters connecting each end. These were added because it is a timed game, and if you spawn at one end and want to get to the other, it is faster to jump through the teleporter. At one end of the starting point is the long corridoor linking the 2 bases; there are 2 territories in this area. In the middle of this corridoor is the SMG; very useful, but with a long respawn time. At the other end of the starting bases is the angled corridoors; use these as a direct way to push towards the central hub: Use the Spikers in this area to shoot round corners if you can! In the central hub, a Sniper spawns at 150s; it only has four shots. It can be used to clear out a couple of the corridoors to give your team a chance for a final push. Weapons Display: List: Item/Respawn Time/Spare Clips Guns: BR x4 - 10s, 2C (these are in each base; return home if you run out of ammo) Needlers x2 - No respawn, 0c (there's one in each base, meant for each team leader, there never respawn and have limited ammo, so use it wisely Carbines x2 - 90s, 1c (one at each end of the long corridoor) SMG x1 - 90s, 1c (fight over this in the long corridoor) Magnums x2 - 60s, 1c Spikers x2 - 60s, 1c (one in each angled corridoor; use to shoot round corners if you can) Grenades: Frags x4 - 90s (2 in each base; use them wisely. Players start w/o grenades to reduce spamming) Stickies x2 - 60s Spikes x2 - 60s Power Weapon, spawns above central hub: Sniper x1 - Does not appear at start. Spawns after 150s. No spare clips. Download SIGMA Download Conflict Gametype ------------ ------ Nucleus V1 Nucleus v2 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: THE MAP HAS A ROOF. IT WAS TAKEN OFF FOR THE PICTURES. THE MAP IS INESCAPABLE. Teams begin at either ends of the map. There is a shotgun (no spare clips, never respawns) for each team leader to take: Control of the central hub is difficult, but critical. It can bee accessed by all for outer corridors, but gives greater command over the rest of the territories: Conflict maps have a power weapon that spawns above the central hub when there are 30s left of the round, to give the controlling team an opportunity for a Final Push. In this map, it is a Rocket Launcher (but it only has 2 rockets): This is an extra incentive to hold the tricky central hub. Weapons Notes: All weapons have a 1min respawn time, except the shotgun, which never respawns and the Rockets, which only spawns at 150s, giving the controllers of the central hub a chance for a final push on the rest of the map. Download Nucleus V2 Download Conflict Gametype ------------ ------ Nucleus V3 Map Description The original Nucleus was based vaguely on a Honeycomb, but the new version has been extended to give more space to combatants. Version 3, however, has been extended even further, and is the first Conflict map to introduce a second level to combat, as the central hub where one territory is has been raised. The map has 3 territories; 2 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. Main Overview: The roof has been taken off for the picture. The map is inescapable. Also part of the wall for the top floor has been removed to give you a better view. Again, the map is inescapble. Whoever says that the mpa looks easy to escape based on the pictures gets ass-punched. When inside it's very claustraphobic; I bet you wished you had saved that grenade... At one end there is a Spiker; very useful for supressing especially if you can get the right angle around a corner: Overview of the center without roof: There is a deployable cover there which can be used 2-3x per round, and is very effective at blocking off one of the entrance for a limited time: Though holding this area is tricky it is worth it as it gives you greater control over the rest of the map: With 30s left of the round, a FeuL Rod Gun spawn. This is the reward forever whichever team was able to hold the centre; and gives them an opportunity for a final push: Weapons Guns: BR x2 (10s, 2c) SMG x2 (60s, 0c) Spiker x2 (60s, 1c) Needler xs (No respawn, oc) Grenades: Frag x2 (60s) Plasma x2 (45s) Power Weapon: FRG x1 (150s; not placed at start, 0c) Equiptment: Deployable Cover x1 (60s) The amazingly detailed drawing also shows you the team starting points, and the territory areas in green. _________________________________________________ This is the first Conflict Map to experiment with verticality, and I think it makes the map much better. So let me know what you think, and I might start reworking some of my other maps. Also, if you enjoyed this map, please click the link in my sig and take a look at the other 6 Conflict Maps. Thanks for reading, and as always, feedback is muchos appreciated. Download Nucleus v3 Download Conflict V1.1Download King Conflict ------------ ------ 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. The outer-alleys are much more enclosed and claustraphobic. Players start without grenades to prevent spamming in these areas. Teams start at either end; there is a shotgun above them for the leader to take. It has no spare clips and never respawns, so use it wisely. There are 2 grenades just ahead off you; you can either throw them immeadiately to hold the other team back, or save them for combat in the more narrow alleys. Move towards the central hub to contorl the map A Needler spawns above the cental hub with 30s left in the round. Control the hub and grab this weapon for a final push. Weapons To prevent spamming, players start with no grenades. In total, there are only 8 grenades total on the map; 4 frags & 4 stickies. The frags have a 1min respawn time; the stickies have a 30s respawn time. Because this map is enclosed, there are few weapons on the map, but as players start with BRs, there is not much need for them. All weapons have 1min respawns with only 1 spare clip. Exceptions to this are the 2 Shotguns (intended for the leaders for each team); these have no spare clips & don't respawn. The Needler spawns after 150s (with 30s left of the round) above the central hub, as an extra incentive to control this area, which is more exposed than the others. The AMAZINGLY PROFESSIONAL map above also shows the starting areas for the Pink & Yellow teams (the official colours of Conflict!), and also which parts of the map are 'open'; in that standing there will not help capture a territory. Download Diamond Download Conflict Gametype ------------ ------ Conclusion Phew. I posted this topic as a way to keep all my Conflict Maps in one place, along with the gametypes; it's easier that way. I imagine I'll be updating this list semi-regularly, so keeps checking. Also, I had to remove quite a few pics to post this; there are more in the original post. Check out my blog for links to my full Mapography. Anyways, I hope you all enjoy these maps; I'm not expecting you to keep them all, just download them, keep your favourite 2 or 3 and let me know what you think. Oh, and if you're that way inclined; make your own Conflict style maps! Also, as always, feedback is muchos appreciated. Quick Links Gametypes Conflict v1.1 Conflict SWAT King Conflict Maps Hourglass v1.5 Tri-Strangle SIGMA Nucleus V1 Nucleus V2 Nucleus V3 Diamond
i love all your maps man. great job. this should help find all your good ones in one place. i think my favs were hourglass and dimond. although nucleous v2 was pretty good. keep on forgeing. i love your work.
wow. those are sweet. they seem to be perfectly symmetrical. which is key for this type of map. i also like how you stick to a theme through out each and every map. good job. ill download when i have download the 8 things i have on queue. 4.5/5
These maps look great. I love how you added some power weapons in such a small map but managed to limit there power threw use of respawn times and spare clip limit. my personal fave is SIGMA. I like the weapon and the general layout of the map. They all look like they would play great for conquest games. However I suggest that in the last map you only put two types of grenades not three. It can effect your gameplay in strange ways that are stated in Debo37's guide to grenades. All in all a great map pack and I will download some later.
Wow I hadn't seen that guide we need to put all those maps in one big section; it's really in depth. I guess I just thought that Spikes and Plasmas were basically the same thing. Anyways, I don't think it's worth doing a V2 just for that, especially as Frags are very scarce.
hmm those map looks very easy to escape from.... just kidding with ya! but i most say that my favorit of those map is sigma!
All of these maps look absolutely amazing. I can't wait to download and play these. I have only one snag/complaint. On your sigma map, I really, really, really don't like the placement of your sniper rifle. Maybe it's a personal preference, but I don't like a long-distance power weapon - key here is Long Distance - being placed into a very high-traffic area such as the middle of the sigma. Snipers should be placed so to avoid clogging and spamming of certain areas of a map. If the sniper is put in the middle of your map, as it is, it's going to create a choke point that will slow gameplay and will draw the focus away from the capturing of territories and towards the capturing of the sniper (Long sentence is LOOONG). But, as I said, that's the only complaint I have for 5 maps. Great job!!! Thank you, Vodelhaus
Wow, there are ALOT of maps here for a map pack, you couldve spread these out over 2 different posts but who's complaining because they all look great! My favourite seems to be Hourglass because it looks awesome. My suggestion for newer versions is that maybe for some new maps maybe you could make some small sized multi-levelled maps for something fresh because even though they are well-made and thought out it could make them more fun than they are already. also, you could use fence wells on map boundaries and add some out of map scenery for added win
Theres some nice symetrical maps in your map these look great for objective games. I like the cool shapes you gave to your maps. :]
Phew that was a long sentence. The sniper was placed there as it is the central territory (the maps are made for Territories variant Conflict; d/l above). This central territory is the most difficult to hold (it has multiple access points), so the Sniper acts as a bonus for whichever team holds the center. Secondly, the Sniper isn't there at the beginning off the round and only spawns with 30s left of each round. Thirdly; it has only 4 shots in it. It can only be used to clear out one hallway to give your team a chance for a final push in the dying seconds of each round. New maps are in production with multiple levels already =]. Also, you can see some carnage out of the fence walls in SIGMA.
These look amazing! I have to say my favourites are Hourglass and Nucleus V2 for their simplicity, but they all look like they would perfectly support Conflict and SWAT. Good job.