Index

4v4 Slayer

Map Description

  1. PharmaGangsta1
    Recently discovered by ONI expeditions, this structure's origin and purpose remain a mystery."


    Obviously, this is a guardian/lockout-inspired map; an asymmetrical map based around a centralized structure.

    [​IMG]

    This map has 4 seperate towers, which are as follows: Snipe, Gray, Green, and Gold/Yellow. There is also the central structure, and themany routes between the towers. There are multiple hard routes to each location, as well as several skill jumps to get from point A to point B.
    This map has quite the learning curve.

    [​IMG]

    Outside of Gray(camo), parts of Snipe Tower

    [​IMG]

    Gray Tower. Blue team spawns on the bottom level of this tower.

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    Sniper Tower. Sniper spawns in the back.

    [​IMG]

    Green Street. Connects Green & Snipe. Inspired by Guardian's connection between Blue and Gold.

    [​IMG]

    Top Green. Lift from Bottom Green, receiver node from Gold and sentinel beam on Green 1 to 2 jump-up.

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    Bottom Green. Red team spawns here.

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    Bottom Mid. Directly in the center of the map, with routes to each tower, as well as a lift to Gold and a Rocket "Lawn Chair."

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    Front Gold, Back Gold seen in the picture's background (the corner with the strut). Overshield spawn, lift landing, and sender node directly behind the pillar on the left. To the right, there is a risky but useful rock path to Bottom Green.

    [​IMG]

    Another view of Gold Tower. You can see a small lift from Bottom Gold to Front Gold/OV spawn.

    Overall, there are/is:
    1 Sniper Rifle
    1 Sentinel Beam
    1 Active Camo
    1 Overshield
    1 Rocket Launcher
    2 Suppressed SMGS
    2 Battle Rifles
    2 Carbines
    2 Plasma Pistols

    The abundance of powerups and power weapons is something taken directly from Guardian's philosophy, which is that a good amount of power weapons (not too many though), will ensure fast-paced gameplay. Surely enough, that can be said about Index as well.

    Something notable about Index is that no one position is too overpowered. Each tower has a different "gravity" due to the distribution of power weapons, influencing teams to spread out across the map. This is a win-win, because it 1) is a demonstration of good map flow and 2) shows that teams need control of multiple areas in order to achieve map control, similar to Lockout's BR/Library combo.

    A few more things to note before I wrap this up is the map's aesthetics and it's replay-ability. According to those who have helped test Index, this map is very pretty. Some of those who have given me feedback have ssaid this is one of the best-looking forge maps they have seen, which I feel makes it stand out in the crowd. Also, due to the power control discussed in the paragraph above, this map is very replayable, with a different gameplay experience each time that remains competitive, and, most importantly, fun.

    Special thanks to those who helped in the map's creation and for giving feedback:
    • DIBK
    • Arulaen
    • JoeDannyMan
    • Faulk Smash
    • Marcello96
    • Blubbernuts123
    • FaTaL x FuS10n
    • A Faded Pixel (aka Digital)
    • Dr Pepperjack
    Thank you for viewing my map and reading through the description!
    Please give me some feedback, comment or w/e, it helps a lot with the development of this map.
    Chronmeister and leegeorgeton like this.

Discussion

  1. PharmaGangsta1

    PharmaGangsta1 Dr. Deathpit
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    Couple things I need to fix before I throw it on my fileshare. (Weird timing and texture things)
     
  2. SPAiED

    SPAiED Legendary

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    Wow I love the look of this map! Will definitely have to download it and try it out!
     
  3. PharmaGangsta1

    PharmaGangsta1 Dr. Deathpit
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    Thanks man! I just put the should-be-pretty-much-final version on my file share, add me if you wanna get a lobby together and test it out later. o_O
     
  4. PharmaGangsta1

    PharmaGangsta1 Dr. Deathpit
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    I extended out a few walkways in awkward areas, adjusted rock formations to create easier jumping chains, and added cover in *too* open areas. I also added a plasma pistol behind Top Green.

    :)
     
  5. PharmaGangsta1

    PharmaGangsta1 Dr. Deathpit
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    Nearly at the final version with even more tweaks... such as redoing a whole corner of the map. Update will be out soon once we test it out some more (message me if you want to test out some maps)
     
  6. PharmaGangsta1

    PharmaGangsta1 Dr. Deathpit
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    PharmaGangsta1 updated Index with a new update entry:

    Index

    Read the rest of this update entry...
     
  7. ASSASSINinWH1TE

    ASSASSINinWH1TE Ancient
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    Really nice use of elevation, color, and balance. Function and form. Cover is sufficient, and I like the unusual use of the ramps to make cone shaped objects.
    --- Double Post Merged, Jul 18, 2015 ---
    Also my username is my gamertag, send me a friend request if you'd like to test, etc.
     
    PharmaGangsta1 likes this.

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