refer to last post replying to max extra for all the latest changes.
Fixed the flow of the. Play it again if you have already, the changes are dramatic. the new file 'Gilded Sanctum' is up until I can test and delete the old MM version
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DOWNLOAD LINK and sandbox changes
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Feedback from max extra lobby
With all the great feedback from the test lobby I immediately had to get to work and finish this map.
- I got rid of the weapon pad OS and replaced with normal OS. Truly it was a test because I like HCE's static power up times (being an old CE junky) but it just doesn't work with he visual issue in h5.
- now it's 1 shotty clip and 30 second after drop spawn. Was trying a minute with more ammo, didn't work.
- moved the BR to a leaning position on the outside gold wall of the elbows to... -
MM version is done! Final lights and aesthetic touches
The ghosts of meridian update changed the indoor lighting intensity and brightness of a lot of colors including Gold which is a main part of this map. Everything looked much! brighter so I had to adjust all the lights down and tweak all the colors again.
I deleted thevred/blue Japanese emblems strictly to help with frame rate issues. They were cool but killed the framerate. Using so many decal pieces in a small space... Sad to see them go
Added new Japanese cliff side beach aesthetic to... -
Version 1.4! - finesse
DL the new/final Version 1.4 - I kept Version 1.3 file for 2v2 contest judging, but this is truly the best version of the map now.
Lots of changes!
- Updated the sightlines at top center catwalk by changing the railings to a solid barrier/railing combo which allows for better cross-map and close-quarter combat.
- Basement has new solid barriers around 80% of the pathway because of play testers falling during a little too frequently.
- Basement lights have been changed to allow for better... -
photos of the newest update hallways
new pathway from top br corners to bottom atrium lift/camo area adds movement options and opens the map up to more creative gameplay. You can either quick lift or sneak around to either BR from the camp grab instead of being stuck bottom lift.
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wall between atrium and center
As I stated in the comments already, some good feedback showed the map was too open between the atrium lift and center which allowed for sniping directly into the base too easily and left people too vulnerable while lifting up to top.
I posted a few more photos of the changes but I haven't made any new walkthrough clips yet (will come soon).... -
New screenshots, New walkthrough and flyhtrough clips
After play testing and a few feedback sessions I have come to the final version, hope you all enjoy!
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I adjusted every doorway and sightline
Map has been updated and now utilizes the entire 1024 piece limit. I have shrunk a few doorways to help with cross-map sigh lines and movement incentive. I have also added a few more paths for vertical gameplay such as a broken vent that drops bottom mid from camp spawn and a short slide opening from top stairs to middle bridge. The camo is now on a static timer weapon pad every 2 minutes and the beam rifle bottom mid spawns every 3 minutes.
The map now works with all game types - TS,...