LAVAL

4v4 Capture the Flag

Map Description

  1. SEspider
    Say hello to LAVAL.
    An asymmetrical map designed with team play, infection, and ffa in mind. The map takes place in a abandoned energy refinery that harnesses resources from a lava stream. This stream, in connection with damaged ventilation system, has killed the crew. During the panic, their entrance tunnel was damaged, resulting in a collapse and their freight elevator damaged. It took three years for their fate to be fully discovered. During that time, the structure was choked with sut and grime, resulting in low visibility.

    As tragic as the incident was, the high-ups has deemed it a great training ground for their Spartan program. Majority of the bodies were retrieved, while others are believed lost to the stream. But for best training, prop bodies and simulated screams have been brought in to help capture the original atmosphere when discovered. Hence why the structure's ceiling is missing, but the atmosphere is still very much dangerous to breath and traverse. All the better for Spartan training.

    The lava stream seems like the last place you'd want to be. And you'd be right as it is normally instant death. But every so often large rocks float by, allowing temporary protection. But don't stay too long, or the heat will getcha.

    Red Team spawns at the freight elevator while Blue team spawns on the far end behind the control room. Between the two are plenty lines of sight, as well as natural cover, ramps, and platforms. Weapons on the map are few and your average UNSC variety, with two carbines and pulse nads tossed in for good measure. The two standouts are the 4 shot sniper on the central catwalk, and the railgun on the top of containers at the yellow loading dock.

    The loading dock is marked in yellow and where that team spawns. They have very little in terms of room, but make up for it in cover and 2-way teleporter access. The teleporter leads to green spawn, which is located opposite side of the lava and directly in front of Red and Blue teams. No worries though as structures help protect their initial spawns. Where Yellow has cover, Green has elevation and the means to funnel the enemy onto catwalks. They also have the largest open area to walk around (I may give them a bit of cover for these areas in the near future). The room of movement has it's price. They have almost no cover and can easily fall into the lava below.

    In the near center of the map is a console platform turn 2 level helipad, with a simulated damaged Pelican. Leaning on this helipad is a fallen crane that marks the highest point of the map. The original lower level of the helipad is accessible by the central upper catwalk that holds the sniper, connects to Red zone as well as Green zone. A catwalk that use to connect lower to Yellow, was moved to connect to the new helipad. But a segment has fallen into the lava, leaving a large gap that now requires a jump.

    There are three working exhust vents around the central area. One is located near Red spawn and sends players past the Pelican and up into the control room. There's a exhust at the control room that sends players to the path between Red and Yellow. The final exhust is located in the lava near the control room, but only sends players a few feet up to a exposed ledge.

    The map is setup for majority of gametypes, including CTF, Central CTF, Territories, Infection, and more. There are natural camping/choke points on the map. But not one of them is unbeatable. I've been working on this map since 2016 with no feedback. Greatly needs some, as well as test footage.

    ::UPDATE 1.38 & 1.39::
    - I forgot to turn the fog back on in my initial video. You can see it in the updated clip.
    - I've added more cover and the collapsed trunnel to Red base.
    - Yellow now has access to walk along the pipe on their wall
    - The teleporters were moved further into the walls and their FX updated
    - Indicator strips have been added areas as call-to-actions, as well to aid in navigation.
    - Lighting has been improved in the control room.
    -The railing at the control room has been removed.
    -To provide a bit more cover, a large energy field has been placed at the large opening of the control room. This field is difficult to see through but does not block players nor gunfire.
    - The FX of the ceiling lights have been improved.
    - The large hook at Blue base has been moved out of the way and placed onto the wall (you can climb onto it).
    - The vent no longer requires players to squat to enter/exit
    - Map's Ambers FX now turns off as the player enters enclosed spaces.
    -2 nads have been added to the control room.
    -Overall lighting improved.
    --‐------

    ::UPDATES: 1.4.0::

    - Last time, I failed to update the build number in the description. I corrected that this time.
    - Changes are very minor and primarily cosmetic.
    -I've updated the GOBO of the fan in the vent. It's light is now in the wall and projected onto a decal. I've also added a vent cover over it for more realism. I may change it to a breakable cover. Moving the light source into the wall has had two effects. It now casts a nice moving fan light onto the walls. But unexpectedly, the visible GOBO now vanishes from few when when in the vent. But you can still see it casting light onto the edges of the vent and walls. So it still sorta works.
    -Similarly, I've updated the large wall vent in the break room to provide the same effect. Same visibility issue arises here though.
    -The table under the breakroom's large vent has been swapped out for benches. The trash can has been moved to the outer side of the right vending machine. The corner now holds trashed boxes, so players can get a little higher line of site. And the left vending machine has been moved close to the benches so players no longer get stuck in that corner.
    I considered moving the vent wall deeper in to enlarge the room. But after a few practice runs alone, I chose not to for a variety of reasons. The first being it would require adding more lights for consistency. Something that may now break the map's fps. The second being it would then become too much of a camping spot for defenders (ie Blue Team).
    -I've added a red hologram above the control room's desk. Wasn't planned, the hologram just fits the theme of the map well. I may remove it later. I've also moved the corpse to a chair for more realism.
    - The top blastshield platform now has simple supports to provide players a bit of cover. Crates also added.
    - The blue strip at the stairs leading up to this platform has been changed to green.
    -The visible vent at Red Base has been rotates and a visual call-to-action has been added, to inform players it's a man-canon.
    -The final change is to help protect Red and Yellow teams from immediate attack from one another. The teleporters, each, now host a destructible gate. If a team destroys their gate and enters, they now become near blind and trapped until they destroy the opposing gate. The blindness is due to the FX of the teleporters' appearance. I can not turn this off and it has a wide range. Thus why the teleporters were moved deeper into the walls, in the last update. Turns out that this aids in the functions of the new gates. Players trapped can not see out very well, but others can see in and shoot them. I'm dubbing it 'Teleporter Blindness'. Thus making the teleporters more of a risk vs reward system.
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Discussion

  1. SEspider

    SEspider Forerunner
    Senior Member

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    No clue why the 1st video (before recent update) isn't shoeing up in my post. But here it is.
     
  2. Cardnal

    Cardnal Spartan III

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    This looks wicked!!
     
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  3. SEspider

    SEspider Forerunner
    Senior Member

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    Thanks. That means a great deal more then you can imagine. I hope you and your friends give it a try and provide feedback. I'd love to improve on it for Infinite, come November.
    I would join ya, but my Gold membership is about to run out and I have oodles of IRL work on my plate. But still feel free to send me feedback on Xbox if you prefer.
    GT: SEspider
     
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