>>> READ THE UPDATE <<<
YOUTUBE VIDEO SHOWS OLD VERSION OF THE MAP
Hoo boy - less than a week from conceptualization to completion (TM). This is one of the fastest and smoothest maps I've ever thrown together, and plays relatively well, considering the simplicity of the layout. I'll be updating it later this week with some weapon location and minor layout tweaks.
Normally I design maps around a central structure but try to sketch out the structure post-hoc to fit whatever the pathing ends up being. The idea for this one was to fix that ass-backwards approach (and thus the blocky aesthetics) by going in with pathing already baked into the structures. Thanks to some experimenting I did with ZE, I had an aesthetic all lined up and ready to go - and luckily Barrens decided to play nice this time nd not **** up any of my baked objects.
Even more surprisingly, frames are next to non-existent (save for the cemetery, looking towards the center of the map), while managing a surprising amount of detail, color, and atmospheric immersion.
I've also managed to do something about my usual cross-map ping-fests; however, I may have done a little bit too much. As I mentioned, a couple weapon location tweaks and pathing clarifications are necessary to draw players out a bit more, but the changes will be minimal - the map is essentially a finished product.
Weapons are:
Sentinel Beam // 80% Energy, 90 seconds
Binary Rifle // 2 shots, 100 seconds
Stabilizer BR // 2 mags, 60 seconds
Lightrifle // 2 mags, 80 seconds
Extended Mag+ADS SMG (TM) // 2 mags, 170 seconds
Magnums // instant respawn
Damage Boost I // 170 seconds
All 3 Grenades
Also : first time I’ve edited a video so bear with me, it might also change lol