Radius 1.1 Radius 1.2 http://www.youtube.com/watch?v=2PjBxcnqiKc Matchmaking Edition Radius is a symmetrical arena map that is geared for Oddball, KOTH, CTF, Slayer, and Assault. In my testing of this, I found that 1v1 is excellent as well, especially with the custom gametype that Zanno over at MLGpro came up with. The maximum amount of players that still make Radius competitive is 6. Any more and you'll run the risk of breaking the spawn system. If the video didn't give you enough of what the map looks like, here are some more pictures sans gameplay (before you ask, Radius has been extensively tested). Overview (Top Mid) - this has been updated from the previous version Bottom Mid *note that the horizontal stairs on the right have been removed and the bridges to top mid have been raised in the updated version. Red Teeth - updated from the previous version. Yellow Base (Attackers) - Red Base(Defenders) base is the same. This is updated from the previous version. A mancannon was added above the column to help prevent grenade jumping out of the map. Yellow Hall and bridge to Top Mid - updated from the previous version. Thanks to Buddahcrane, I've done what I can to eliminate escaping the map. I've had a couple of others try and escape after addressing some glaring issues, and they couldn't do it. That's not to say the map is inescapable, however. I know the folly of comments like that. All I'll say is that it isn't easy or practical to escape the map, even with the Oddball. None of the test games exploited any easy ways to get out, and there were lots of test games. Weapons List: BR - 4 (2 clips, 30sec) Carbine - 2 (1 clip, 45sec) Mauler - 1 (1 clip, 90 sec) Needler - 1 (1 clip, 90 sec) Plasma Rifle (1, 60 sec) Sniper Rifle 1 (0 clips, 120sec)* Spiker - 2 (2 clips, 30sec) Frag Grenade - 4 (30sec) Plasma Grenade - 4 (30sec) * - drop-spawn for accurate timer Gametype recommendations: Oddball and KOTH, especially the MLG versions. I played the most epic Team Oddball game ever during testing. CTF plays very well even in it's default gametype setting, and Neutral Assault is much more fun than the others in the Assault category. I'd recommend turning off starting grenades for all gametypes, but it's not necessary. I feel that the grenades are somewhat of a power weapon on this map and should be treated as such. As I mentioned before, this map really plays great as a 1v1 map. If you'd like to try it, I highly recommend using Zanno's 1v1 gametype that he created for Greenhouse, an amazingly forged map on Ghost Town. The default map plays fine as a 1v1, but if you want to get more competitive, try the specific 1v1 variant with Camo and a Custom Powerup that takes advantage of Zanno's gametype settings, specifically the Custom Powerup's ability to counter the Camo properly. Weapons are tweaked on this version also, there are two snipers that dropspawn on short intervals. http://www.youtube.com/watch?v=GDo6WgrWHd8I'd greatly appreciate some intelligent criticism on how the map plays. I'd love to see some films posted, so feel free to share. Thanks for checking this out and I hope you enjoy it. Download Radius
cool map dude. i really like how everything kind of revolves around that middle structure (you probably dont know what i mean.) you didnt mention anything about foundation. was it inspired by it? cause to me it really looks like it. anyway it makes for some great ffa gameplay in my opinion and is well balanced. it is very cleanly interlocked too and i really like the weapon placements cause they are quite evenly balanced. i would add another plasma rifle cause 1 is just such a lonely number lol
Holy crap Squid! I was just browsing the map section, looking for spammers to report and cool maps to download, and I saw this. It looks freaking amazing man! I love the teeth and other forms of cover you have set up. And you know I like curvy round things. I'm gonna download this and when I can get some time to play on it I'll come back and let you know what I think. edit: Nice video too. Love the drumming in that song, who is it? (the band - not the drummer)
Wow awesome map, I always like circular maps because the flow of gameplay never stops because you are constantly running round the whole time which is a good thing IMO, like the outer edge of Rats Nest. The first thing that caught my eye was the teeth, they look sooo cool!! I have yet to play the map, wait is that not allowed? Because I heard you have to play the map before you comment. Oh well it's only going to be good news anyway.
Wow this map is a very well made one everything is amazingly merged. and the video was sweet... it was synchronized with the music. 5/5
OH EM GEE! This is an amazing map squid. The structure of it looks fantastic and everything looks spot on. To start off with, the interlocking is immaculate. Every turn and asset of the map is perfect. The stairs interlock into the circle cleany, as do the bridges. I know that interlocks don't have to be included in every map, but it sure does help! The main thing that stood out for me were the teeth. The design is so simple but effective. Not only does it act as cover, but a spying point too. I'm guessing that you can jump on the stair part below it, which is a cool feature. The various window panels fit together really well too. As for cover in the map, I see you have limited it to a few upturned barriers on the floor and circle, while signs lay interlocked inthe bases. But this seems to be no problem as the nature of the map is round and obviously, you can't shoot around corners (unless you have a fuel rod!). Your line of sight is slightly cut off from around you, that's actually a good pint in your map. The middle structure is quite simple too but the bridges leading up to it aren't too sloped. It's about the right height. The bridges added on the sides too act as a nice hiding place. The boxes sticking out of the corner of it are a nice aesthetic touch (maybe even blocking attacks from below seeing you at certain points) as are the two fences perfectly interlocked in an effort to make it symmetical. Just from that aspect, I can see the attention to detail in this map. Your weapon choice is great too as the normally overpowered sniper renders quite a low threat. Well in a circle its hard to explain, but I'll say that the diameter isn't that long instead for it to be overpowering. I'll add that the carbine themed weapons work well with this map too. So overall, I rate this a definate 5/5 and a download from me. Excellent work. EDIT: I think a feature is coming your way soon...
great map, it looks very well made! I love your aesthetics, the teeth were a great idea. Your interlocking and geomerging are also very well done, I don't see any bumps . It seems like you put a lot of time into this, great job!
If so, it was subconscious. It is similar in design (central structure with an outer ring), but it was never a conscious decision on my part to adapt Foundation into this map. Plus they both play very differently. As for the Plasma Rifle, it's a pretty powerful weapon when combined with the BR here. Dual wielding PR isn't nearly as powerful or skillful, and since I already had two Spikers I didn't want to overdo it with the weapons symmetry and make everything the same. Why thank you good sir! Maybe we can do some games on it this weekend. SLAYERRRRRRRRRRRRRRRRR! Thanks very much for your kind words. I'll be anxious to see how you think the map plays. The teeth have worked out pretty well for a semi-unique structure that allows for a safe spawning point and cover but still prevent a player from camping behind it with an Oddball or Sniper. A solid grenade to the right spot in the teeth will flush an opponent right out. And yes, the horizontal stairs under the teeth serve as a tactical jump to the ring. If you look closely, you'll see that each location has two stairs merged together in opposing directions to give it more of a grill look than just stair steps poking out of an upside down box.
Really? I can't see it from the pics, but judging from the attention to detail in the rest of the map, I'm hardly suprised. I will try to play on the map as soon as I can but I'm not allowed on my xbox at the moment lolz. I'll edit this post and comment on the gameplay if I remember. Once again, congrats on making such a great map.
Was your inspiration from midship? It looks slightly similar but without a 2nd floor. I like the circular idea alot. Great job and a DL from me.
Amazing map! Well made and looks to be for some good FFA or team games. I really like the teeth idea too. 5/5
The teeth looks really cool and a very inspiring part... Im glad that you used geo-merging on uneccisary parts of the map in order to keep out grenades.. which is what most forgers should do.. It seems like you put alot of time in this map and i dont want to give it a stupid review so il rate it after i download it.
This is a tight map, Squid, i bet it'll be featured. Lol, teeth. Maybe you could add braces to them. That would be a lofs (load o' funny stuff)
I love the layout of this map! Interlocking looks fantastic as well! My favorite part about this map are the teeth. very original IMO and can't wait for more maps from you! 5/5
this is awesome squid hands the geomerging with the crane really caught my eye because of the angle i was like wow omfg hax. And another thing i like a lot is what im calling the v-crack from now on. One of the best maps ive seen this week i think it should get featured but im gonna go play it and yeah !!!!
I remember helping test this, and later playing on it with a few others. I'll write a review for this later. (I have to om nom nom now, and my friend wants me to get on live ASAP)
Hey Squid, I really like this map. My favorite types of maps are smaller more hectic affairs that really test your reflexes. This appears to be that type of map. I have only had a chance to do a Forge through, but I must say, the detail and execution of the construction of this map is subtle yet very impressing. The one thing I wanna nitpick over, and I hate being a nitpicker, is the space between the teeth and the back wall. I wish there was just a tad more room. But since I haven't played a match on here yet I really can't stand behind that impression. Good work Squid, and I am simultaneously surprised, and not surprised at this map. Weird, I know.
No, as I was saying in an earlier response I really wasn't inspired by one or two particular maps. I've played a lot of H2, so an unconscious influence may be there. To me the only similarities are that they're both circular maps with symmetrical layouts. Yes, and I remember you owning quite mightily in the games you were in on. I'm very grateful that I was able to get so many people who are better players than I am to run test games with. Crappy players can't really tell you what's wrong with a map, and watching the films from the test games really helped in the shaping of Radius. I'm anxious to get that review. ;-) Thanks very much for the forgethrough review, Creep! I'd love to get you in on some games and hear first hand what you think of how it plays. I understand what you mean about the lack of room with the teeth, but it was kind of intentional. Having them too far forward would create too much of a camping spot, and grenade bounces through the opening would be a lot more difficult. I wanted to create a little bit of a risky situation with the teeth. A relatively safe place to spawn, but because of it's tight space a risky place to camp with an oddball. Nah, it's not that weird. There are quite a few members here who were kind of taken aback by the way this turned out: Thanks for the kind words, gentlemen. Now tell me what you all think of how it plays!!!!!!