CALYPSO by PharmaGangsta1
I created Calypso with a goal of highlighting the importance of a player/team's decision making. By adding intricate routes around the various regions of the level, this has goal has been achieved.
Calypso emphasizes the decisiveness of the players on it, and ushers in a gameplay trend of outsmarting rather than outplaying.
--Double Lift Gif--
Hopefully the aesthetic pops out to you quite a bit. Although the layout may not perfectly compliment it as I had hoped, the Mayan theme is one I desperately tried to sell. I have always felt that player immersion is most of the battle in creating a good map, so that players can have a sense of place while playing on it. It shouldn't just be another plain-colored map that makes people feel like they're in a simulation/game, even if they are.
I'll discuss a few of the details I added in around the map, primarily on/in the walls of the atriums. Most notably are the numerous fire features around the map- these serve to give the impression that the player is in some sort of ancient place, definitely not some overdone random unsc location. These are nice too because they provide lighting and set the tone. Also, I added a BUNCH of geo designs into the architecture of the walls, patterns of squares or intricate diagonals. The plants here and there captures that tropical feel that you would see in a Central-American Mayan ruin. Lastly the massive cardboard cutout pyramid found adjacent to the outside region of Calypso is just there to really nail it home that there's a Mayan theme. The waterfall looks pretty cool I guess, and you can bounce off of it so there's that.
Calypso features at its forefront a grenade launcher, scattershot, and camo. Secondarily, there is a plasma rifle on blue side and a storm rifle on red side- don't underestimate them. Additionally, 2 BRs, 2 SMGs, 2 carbines, a suppressor, and a boltshot can be found in different areas of the map. The ricochet effect on the noob tube and scattershot are pretty sweet when taken advantage of on this map.
I won't discuss this much more because it's all subject to change.
Oh goodness this is a big topic.
As mentioned above, Calypso was designed to create really cool encounters that can be dictated regarding time/location exclusively by careful decision making by the both teams. This shines more in 2v2 than 4v4 but it's still there across the board. So what decisions can you make? This map offers those sweet double lifts that can facilitate the movement of conflict towards the top of the map, or help a team take control of the higher ground. There are also a few one-way ledges which create incentive for offensive gameplay. The teleporter from the camo bridge to the high middle of the map opens up a variety of choices to the player who grabbed the invis- they can push towards either blue or red, or just hold down the middle atrium- quite frankly, this shows how one player can dictate a portion of the game from one decision, and really pushes teams to control that camo spawn if they want to maintain map control. Anyway, I think most of the decision making is made individually as the map is played, so I won't dive into this topic any further.
Special thanks to the guys at ATN for bringing this map's quality much higher than it was initially! Here's hoping the swiss cheese is minimalized
@xdemption @Max Extra @Ascend Hyperion