Juxtaposition

4v4 Assault

Map Description

  1. qrrby
    Original WIP:
    http://www.forgehub.com/threads/wip-juxtaposition.151137/

    After 3 months of design, test, redesign, I feel like Juxtaposition has finally hit the core of what it originally started out as.

    Stressing verticality to its limits, Juxt sports a system of lifts and teleporters that bring you to the heights and extremes of the map while promoting fast gameplay (and NOT CAMPING).

    Symmetrical in design, I tried to color code red and blue base with a black and white theme, freeing up each of the 4 quadrants of the map to feature alchemical symbols and decal tricks ;)

    The weapon layout strays from typical symmetric maps, and each of the alchemy rooms has an accompanying weapon (water: storm rifle, air: suppressor, earth: plasma pistol, fire: halo ce pistol)

    Best set up for assault, the map also supports strongholds, flag, and slayer.

    Download from Qrrbrbirbei

    Walk through:
    http://xboxclips.com/QrrbrbirbeI/899d53ab-ac7a-4fc6-9f9f-375c4b0b7ef6
    II SEGA USA II likes this.

Discussion

  1. Lazy Animator

    Lazy Animator Legendary

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    Hey buddy, it was mighty nice of you to credit me. But I didn't co-forge, merely offered advice. I'm "flattered" for lack of a better word, but a mention in the description would be more appropriate. As I fly and and maneuver this maps routes, it is definitely more clear and readible. There's still a few places that are dark or hard to read though. I agree with Max that black floors or walls or anything that's too dark in an mp map is a tricky thing to do. Developers usually take great effort to make sure people don't have a hard time seeing things and for good reason. It should be a matter of skill rather than little imbalances created by bad level art. Not saying yours is bad, forge lighting is very hard for the majority of users right now, I feel like it's become a specialty. I've tweaked a few lighting things and saved my own version, possibly saving you the time and perhaps earning the credit you gave me :)
    I also made all of your teleporters fixed instead of relative so people always exit them in the same direction. There's more stuff I'd like to talk to you about and it would be much easier in real time so for now I'll just say good work on reeling this one back a bit and I look forward to seeing the final final. Ahhhh an artist work is never done.
     
    qrrby likes this.
  2. qrrby

    qrrby Waggly piece of flesh
    Senior Member

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    Even if you didn't do any forging, I like featuring the people that helped this see the light of day because it really wouldn't have been possible without everyone's input. So even if you didn't move the blocks themselves, they were still guided by your hand ;)

    And I'm always down to see what you can do to make the map play better, I'm at a similar disposition with the lighting myself :/
     

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