Antiquity (Misery v2) Antiquity By: DoogNit Download Showing elegance and complexity, this premises illustrates only a fraction of the Ancients' wisdom in architecture and design. 4-8 players Color Key Orange Text = New Green Text = Old Supported Game Types: Slayer (FFA or Teams) King of the Hill (FFA or Teams) Oddball (FFA or Teams) Description Yes this is Misery v2. I removed the FX in v2 and since that had a huge role in the making of the name, it had to be changed. So I came up with antiquity. Supporting a maximum of 4v4 or 6 FFA, this symmetrical map is one of my best creations yet. There are two sides as usual (red and blue) and a side base which can be considered neutral. There is an underground pipe linking the 2 bases to each other as well as the side base. Game Play Due to its small stature, this map is based mostly on close quarters combat. If you see anything that can be useful in close combat, don't hesitate to take it. Now this doesn't mean BRs and the sniper are useless in the arena, but they are definitely underpowered unlike almost every other map. So keep that in mind. Overall, game play isn't too far off from any other map, but the slight differences are what make this map unique and enjoyable. Every weapon and equipment is included in the following: Weapons BR x2 SMG x2 Plasma Pistol x1 Plasma Rifle x2 Needler x1 Brute Shot x2 Carbine x2 Mauler x2 Beam Rifle x1 Missile Pod x1 Equipment/Grenades/Powerups Frags x2 Plasmas x4 Regenerator x1 Deployable Cover x2 Active Camo x1 So as you can see above, there aren't too many options other than to get up close and personal with the enemy. That's about all there is to game play. Get something close-ranged and get out there! Aesthetics This map's aesthetics in my opinion are top notch. Everything is interlocked where it needs it and the design is exactly the way I wanted it. I and most other people specifically like the side base which is a neat touch to the entire map. While providing cover and high ground for game play, it shows true aesthetic quality. In each base, the specifics are as follows: Two floors 2-way lift 1 power weapon 3 entrances from outside The side base (also known as "the pipes") has 3 circular pipes which can be jumped into or used as cover from nearby or far-away enemies. Top mid is only used in either KOTH or as a way to get to the other base as it provides 0 cover. Only go here for one of two reasons. 1. The Hill is in Top Mid position. 2. Sniper is at its spawn. Bottom mid is very useful for short-ranged weapons. It is also where Missile Pod spawns. Structures around the map are built to great heights to incorporate a mini-theme and provide elevated cover. All these qualities make this map one of my best for aesthetics and game play put together. v2 Changes Now that v2 is out, the map is for the most part uncheatable. I say for the most part because I'm sure there's some ridiculous way to double jump and then triple jump or something, but I'm not interested in those ways. If you're by yourself with any weapon/equipment, I'm pretty sure you cannot get on top of the map. The ledges which I extended off the top might look easy to get around, but in order to do an easy grenade/brute shot jump, you gotta be against a wall. The ledges put that to an end. If someone does find a way to break it, lemme know but make sure it's worth it first. I mean don't say brute shot jump onto a ramp and then double jump off a sniper. If anything like that is said, the comment will be ignored. Railings are another addition to v2. Although they do not completely surround the edges, they provide guiding and cover for people who are in need of it. If you fall off on the parts which are not "railed" then that's on you. Be aware of your surroundings and you'll be fine. Plus, the railings do cover about 80% of the parts where you can just walk off. The FX are now completely removed. No more dull and gloomy settings. So now visibility is much better and distractions are completely removed. Unless you consider the flags a distraction. Those stay. Many bumps and cracks in the floor and other places have been fixed. There are still slight bumps from here to there, but I'm pretty sure those are inevitable on this kind of map. So hopefully they don't throw you off too badly. If so, I can try my best to fix them to perfection. To my best of knowledge, however, they already are. The main base structures and the side base main structure are now changed to look exactly the same. They aren't anywhere on v1. Simply new structures I came up with. Hope you guys like them. Oh yea - the motive was to make sure you couldn't jump on top of the pipe and then jump out in the bases. Then I decided to make the side base the same just for repetitive structures. In v1, some things were forgotten and did not spawn at start and instead spawned later in the match due to run time maximum changes. Now everything spawns at start. No instant respawn needed. To add cover, the way to get up to the top floor of each from top mid is only accessible by jumping. It's a very easy jump and it adds a pretty decent amount of cover. Just enough for you to either form a sneak attack or simply regenerate your shields. Special Thanks DoogNit LadiesMan Kyler Woodude Bjusko Sergeant Sarcasm Chicken Wings Frmr Pres. Calvin Coolage Hillary Clinton Bill Clinton Joe the Plumber The Cast of Saturday Night Live Brooke Cynthia Pizza Hut Bungie Wu Tang Clan Ronald McSchmonald That hot chick you once knew but were too scared to ask out on a date to that luxurious restaurant you knew she liked. ForgeHub Pepsi That guy across the street God Satan The guy that controls the stuff in between Heaven and Hell That chick from the Bronx Grandma Jenkins Ensemble Studios Method Man Frzn Fox Star Fox Star Wolf Falco Lombardi Charizard Mary Kate, Ashley and that other chick Your Grandma's Cookies George Washington That one dude you once saw fighting an invisible bird while sipping on Foldgers Coffee and eating Caribbean Seafood with your 11 year old nephew at the Greendale park 678 Tuesdays ago in the middle of November right after that flash flood in Vermont that was started by that guy who got arrested for throwing a piece of chicken at the priest who preaches at the Catholic Church of New Jersey a couple years prior. And his grandma's cookies. The chocolate chip ones not the oatmeal. Last, and least, Barnie and the chipmunks. Draw The Line LightsOut225 DoTTii Jerdann Forging 101 [ YES ] __Floating Objects [ YES ] __Instant Respawn [ YES ] __Immovable Objects [ ___ ] __Timed Map Events [ YES ] __Effective Spawn Placement [ ___ ] __Used Symmetry Option [ YES ] __Interlocking Objects [ YES ] __Unlimited Budget Glitch Pictures Keep in mind the blue base completely mirrors the red base so only blue base pictures will be shown. v1 Slide Show (For Comparison)- Click the + on the bottom left corner of the slide show to speed it up. v2 Pictures Overview 1 ↓ Overview 2 ↓ New Top Mid ↓ Railings Example ↓ Anti-Cheating Ledges ↓ Top Blue ↓ New Main Base Structure ↓ New Side Base Structure ↓ Bottom Blue 1 ↓ Bottom Blue 2 ↓ Blue Tunnel ↓ Camo Spawn (Also shows other railings) ↓ Overview of Top Mid and Side Base ↓ Thanks for checking my map out everybody. All comments and feedback is appreciated! Down↓Loads Download Antiquity
This has got to be the best Sandbox map yet. I like the base designs, I didn't see alot from the first picture, but the bases really brought out the map, kewllll....
I like the map and it looks good but there is one thing that everyone seems to be forgetting in the sky bubble which is to put railing on the sides. If you dont side its so easy to simply strafe off the map which is very annoying. What makes these types of maps so great is the ability to fall to death and things like that but that doesnt work to well when there are no rails or anything to keep you from falling off at the stupidest times.
This is awsome. -You demonstrated that you know how to merge. -This post reaches the ForgeHub standards. -The lighting is a beastly part in the map. -The varios sections of the map as in the golf flag part is like really well done. Overall rating is based on the comments I gave,a whopping 5/5.
Excellent job. The use of merging is one of the first I have seen, and it is done very well. I like the idea of the railings, even if its a very small bump keeping grounded players alive. The one area that may need work is the side view with the walls merged into the circular installation. Either way brilliantly done keep up the good works.
Yet another fabulous addition to the portfolio of Doog Nit. I believe you have definitely set the standards for all sandbox maps to follow. I really like the use of the lighting effects. In pic 5, it looks like the entrance to a graveyard. I promised myself that I wouldn't DL any sandbox maps until I actualy got the maps, but damnit, I really like this map, has my DL. Hoping for a feature
I really like the look of the layout. You give teams multiple entries into each base, which is so often limited in recent skybox maps. You also have a few risk/ reward areas like the camo spawn and the sniper rifle, well done. I really like what you've done here. You have my download and I'll get back to you after I've given it a forge through. [edit]: The filter should be removed though... it seems too distracting.
I like the base layout. I also like the smooth walk through. I love the lift it is useful. I downloaded
I'm liking the map, however, I just have one question. Do the walls that make a half circle spiral downward? I guess I'll just have to DL and see
This map looks incredible, but with its size i can immediately tell you that the missile pod should most likely be replaced by the Shotgun if you make a v2.
-The layout is pretty, and the flag structures do it justice. -Flow between high and low levels is balanced. -FX should be removed, it just ruins this maps prestige. (Sorry, Bungie) I congratulate you on posting a real map created in Sandbox.
I dunno I got some pretty good competition out there. And yes the first picture wasn't epic or anything, but I figured I'd give you guys at least one overview to marvel at for a little. Ahhh very good point. I think if I end up making a v2, I'll definitely make rails. That'll fix any problems with cover AND no one will just skip off. Good advice man. Very good. Thanks for the positive feedback man it sounds like you completely love the map! Good! One thing though - I didn't merge at all on this map so I don't know what you're talking about. If you mean interlocking, then my bad. People call that different things so I'm kinda confused. I didn't merge lol where are you guys getting this information from??? (Again my bad if you mean interlocking) Anyway yea I totally agree with that guy who gave the railings idea. It will more than likely be incorporated in a v2. Thanks for the feedback! Well put ahah very good. Yea the lighting effects came into place after the first version because it was waaaay too dark to fight so I added the purple light of intelligence. No that's not its name. lol. Oh snap I just checked that picture and yea it does! Ahaha I didn't even notice that. Good eye. Anyway thanks for the feedback and the DL. Awesome man! I've been waiting for a prem to check one of my maps out. Their advice is generally the best (Notice the word "generally" for those members out there who give really good advice) and most useful. I'm glad you noticed the multiple entries to the bases that's one of my rules for making maps. (Never make an area where there's one way to get in. Because one-way entrance = camping. Camping = Epic Fail.) I'm sure there are some exceptions, but not that I've seen yet. Anyway about the FX, I don't know if the map should be called Misery without the effects I guess I can check it out. You should take them out and see what you think when you do a forge-through. They are under the structures on top of each base. (The large ramps) Thanks again for the feedback looking forward to your further review. Hmm. Short. Sweet. And to the point. I like it. Thanks for the Download man I hope you enjoy the gameplay! Lemme know after you play if you think there's anything I should fix.
I have to disagree about the FX man. I think that it adds a nice touch to the gameplay. Also it makes the name of the map fit in place, I'm not gonna lie.
I agree, what made Lock-Out and maps like it(Ascension, Guardian) work was to give people an incentive to jump(like a well thought out shortcut to a weapon, or a know/planned hot spot for battles) and the punishment for missing was death to compensate and balance out the reward for a successful jump. The map does look fantastic though. I would not sell it short, you should up date it.
Hey Doog, just got done with a custom of slayer on this with a few people, and I really liked the layout. Although beforehand, I went in and took the filters out (as it was really hard to see with them on). Id recommend leaving them off, or at least providng a version where they arent on in addition to this one. I dunno, something to think about. Anyway, I really like how the map flows and despite the open air feeling of some parts of the map, everyhitng was divided very well, both horizontally and vertically. You have a great mix of CQB, mid-range and even some long range battles.. its a nice balance. I did, however find some things yo umay want to fix. First, there is some stuff not spawning at start. like the wall that the Camo sits on, as well as one of the bridges that makes up the Blue light tower (that bridge doesnt effect gameplay, but yeh). These items do appear to be there because you have all your run-time minimums raised all the way up, but Id encourage you to lower all those as much as you can and just make sure everythings spawning at start. Items have short delays before spawning when they are set to 'no' but are force spawned via RTM's. Other than that, I don't have any serious qualms about gameplay. Oh, wait, I do remember what seemed to be like large sone colums laid horizontally making up some of the floors in some spots that made players bump/jump when walking over them, but it wasn't too bad. But yeh, overall Im really imrpessed with this, and Im definitely looking forward to more games here real soon.
I don't know what you mean about the half circle thing..If you mean the circles that hold the pipes, then no. They are flush with each other. I did try it with a shotgun before and it really didn't work. The map is too close quarters-based that a shotgun is too good of a power weapon. The missile pod can destroy up close if you know how to use it and far away it's pretty hard to kill, but still useful nonetheless. I've found it to suit this map perfectly, but I'm never against considering the advice that's given to me. The map is mainly for the community not myself so the more I listen to your advice, the better I am at forging. So it will be considered if I make a v2. Hmm. You're the second "respected forger" who's said the FX should be removed. The only reason I'd be against it is because I'd have to change the entire name/description for the map. If it wasn't for that, I'd happy to remove them. And thanks for that final thought. Ahah A lot of short, sweet n to the point posts on this one. I guess it's just a reminder that people like the map. Although there's no advice/criticism involved, I thank you for the feedback. Ahahahahahahahahahahahahhahahahahah lolololololololololololol But seriously, I agree. I'm not gonna lie. P.S. lol.
Yea I definitely agree. I will definitely do a v2 now that so many people have advised it and I'll also incorporate the "ledge" concept unless notified that I should do otherwise. Alright! That's the second prem that's liked the map. Things are lookin up! Anyway, before I reply, thanks for checking the map out I do appreciate it. Now, I didn't know I made stuff not spawn at start that's a complete accident. In v2, it will be updated and hopefully resolved. And the bump can be fixed in a matter of seconds. I know exactly what you're talking about. I figured people might not care, but one person noticing it is sufficient enough for me to fix it. So that'll be fixed as well. So yea awesome I'm glad this map has become as liked as it is this fast! I figured I'd have to make at least a v2 before people started getting used to it. Very good to know I'm getting better at competitive map making. Anyway, thanks to all and I'll hopefully see you soon with a v2 to share. EDIT: P.S. Sorry about the double post. More people were commenting while I was in process of answering the first few replies.
I love the layout and design of you map. The overall effect is not a jumbled mess. IF this has equally good spawns and gameplay, this could get featured! The side base is brilliant and the deign of main bases is well thought out. Also the lift is well done. Congratulations on a brilliant map, mate!