Ieros Kipous is a map that feels very open and has vanishing lines of sight during movement. This map is made to accommodate all play styles while managing to remain uncluttered and open on a grand scale. The long forgotten gods chant as you fight in this sacred garden which is now your battle grounds. Passing through the realm of the gods is no small feat. It is something humanity has only dreamed of. Passing through the portals of the gods is but only a brief glimpse of their divine radiance. You emerge from their realm and behind you there chant still rings true in your ears.
This map is is compatible with "CTF, Slayer, and Strongholds"
Updates
#6
THE ONE TO CHANGE IT ALL
So it has been a while... so while the updates to Ieros Kipous seemed all but dead here on forge hub I have been very busy testing and changing the map inorder to make gameplay better and more exciting. This map has gone through at least 30 different itterations since the last time i updated it. I feel that this map will be soon hitting its final version. Every test the feedback becomes less and less while also becoming more fine tuned adjustments rather than large changes. I have spent the summer working on making Ieros Kipous the best possible map it can be. My vision for the map is almost complete. While I have made massive improvements and changes to the map I have opted to keeping most of the original flow and lines of sight the map has had since the start. Yes there are some changes to the flow but they were for the better. Some of the weapon layout has changed and been refined. So here we go! The list of features and changes.
Map Layout
-The throne areas have changed to better suit base like game play while maintaining the openness and transition like game play i was trying to obtain.
-I have removed all portals and now have a much more refined lower garden are that sports two gravity lifts up to top mid.
-the original are that had the giant god portal now has been reworked for much better game play.
-The towers for each sides team have been simplified and better balanced to interact with the other power positions.
-The map features a powerful top mid that is counterable by other positions on the map and offers a unique design that pushes the flow of players out and around.
-The addition of a lower tunnel adds a more direct route through the middle of the map while being balanced due to the fact it is not a power position but it can be countered by someone tying to cut a player off.
-There was an added lip to the backside of the throne areas to allow more safe spawning.
- The map has many refined lines of sights from all areas of the map.
Weapon Layout
-4 Frag Grenades
-4 Plasma Grenades
-1 Splinter Grenades
-2 Battle Rifles
-2 Carbines
-2 Suppressors
-2 Bolt Shots
-1 Smg
-1 Brute Plasma Rifle
-1 Gravity Hammer "Ammo Count is 6 swings with a 1min respawn on death/deletion for balance purposes"
-1 Binary Rifle
-1 Over Shield
The Aesthetics and game play are still being refined also the strongholds and oddball game types are being refined and later Assault will be added and tested. I apologize for not keeping the map up to date on here but I wanted to add one big update when the map was much more complete. Thank you for all of the people who helped me test my map and gave me suggestions. Also sorry to all of those of you whos advice I did not take for changes on my map. It has been a fun experience and I am looking forward to moving onto my next big project.
Whether you like the map or not please leave a review and if you have any suggestions or just even want to say hello please leave a comment. Thank you forge community for helping me evolve as a forger.
#5
AESTHETIC OVERHAUL
Aesthetic
- The map was overhauled and reworked in both textures and colors to better differentate between sides.
- Torches were added in both blue and red in color to help visually signify the opposite sides.
- The Floors are white marble to help both compliment and contrast the darker color and texture of Blue side and the lighter color and texture of red side.
- The Motes were reduced from "Heavy" to "Light" as suggestion of many who have played on this map and it helps alleviate the visual clutter that the heavy motes created.
#4
LARGE UPDATE
Layout
-Added more dynamic architecture to the lower half of the map.
-Removed the pelican in favor of map friendly Architecture.
-Closed off more of the surrounding sky box area to create a more immersive environment
Balancing
- The Energy Sword was removed
- A Binary Rifle now sits where the Hydra Launcher used to be
- The Hydra Launcher now sits were the Energy Sword used to be
- The Plasma Pistol and the Over Shield are now swapped
- The Battle Rifle has shifted to a slightly different location
- Frag Grenades have been relocated
- In place of the pelican is architecture that allows certain power positions to be more easily countered
Mechanics
- Some of the Named Volumes have been changed to better suit the new layout
- Starting Points have been added in for FFA
- Invisible barriers now cover most of the gardens to prevent "Tripping"
- Invisible barriers have been added to locations that allowed players to access areas that were not meant to be playable.
- Starting cameras have been changed
- The gravity lift has be altered to better suit the new layout
- most foliage has been removed to increase frame rate
- lighting has been mostly corrected in order to fix frame rate issues.
#3
CAPTURE THE FLAG
Objectives
-Capture the flag is now supported
-Portals were removed in capture the flag only
Fixes
-Problems with some floors and pillars being uneven in gameplay were fixed
#2
MAP IS NOW OBJECTIVE READY
Game Modes now also include "Odball and Strongholds"
Starting spawns are in different starting location for strongholds then they are for slayer and oddball.
#1
REWORKED SMOOTHED OUT AND REBALANCED.
Layout Changes
- added some pillars to break the skyline that was awkward on the open side of the map also to add some cover.
- moved some of the existing pillars to allow for better movement flow.
Balancing
- placed the Energy Sword on a weapon pad
- swapped the location of the Energy Sword and the Overshield
- removed one of the Plasma Pistols
- added two DMR with low ammo count
If you have any feedback leave a comment below. If you like my map feel free to leave a like and feel free to leave a rating whether or not you like the map. Criticism is welcome.