IDOLIdol features a 2 base Beaver Creek type setup, a Lockout type feeling, and a few Guardian aspects thrown into the mix.
Map Layout -
Inverse Symmetrical
Base Oriented
3 levels (Bottom Mid, Top Mid, Top Base)
Initial Spawn -
All Players spawn inside their base and are equal apart from all power-ups and power weapons on spawn.
Active Camo can be dropped to bottom mid by destroying the object below it. (Throwback to CE)
This provides interesting initial pushes and decision making. Players can fight for sniper but have to be aware if Active Camo has been dropped down. Players can also work together to get Active Camo by having a player rush from the bottom while the other player grenades/shoots it down to them. I have used a CE Active Camo look to further the CE feel to this element.
The initial push for rockets is also interesting as players will have to place great grenades across the map to damage the other team, or bait the rocket spawn. If you decide to drop down to rocket spawn, you are at a huge disadvantage as players have vertical advantages above rockets.
The top of the bases are very powerful, but there are 3 ways of getting to the top, and no long range weapons near the base. There are zero spawns on top of the base, so be aware if you want to camp on top you will not be much help to your team as you cannot see Sniper/Rockets well enough to help secure them. However it is still a very powerful position to stay alive and use cross map angles to use your primary weapon, just be aware you have 2 jump ups and a lift to flank you.
The structure in the middle is functional, as well.
Thanks to Sega for a great layout and Kawecki22 with support!
Map features:
1 Sniper (150 sec)
1 Rocket (180 sec)
1 Camo (120 sec)
1 Magnum (30 sec)
2 Classic BRs (30 sec)
1 Carbine (45 sec)
1 Suppresor (45 sec)
6 Frag's
4 Plasma's
Map Supports:
Slayer
CTF
Oddball
Assault
King of The Hill