Vessel

2v2 Slayer

Map Description

  1. Chronmeister
    Vessel

    Players: 2-4
    Gametypes: Slayer, Oddball
    Weapons: Sniper Rifle, Brute Plasma Rifle, SMG, BR, 1 Splinter, 2 Plasmas
    Powerups: Overshield



    Special Thanks goes to @a Chunk on this one. I was inspired by his "Rapture" video and decided to do my own take on that style of map.
    @PharmaGangsta1 , @BodeyBode , @SgtSlaphead , @fame28 , @Robertous123 , @SaltyKoala , @IMAROLLINGSTONE , @SimmonsZore , @Zandril , @ICrushAll Thank you so much for helping me test this.

    Big Thanks @Mynx and @SkaTey for helping me thoroughly nerd proof the map.

    Here's a couple more pics...

    [​IMG]

    [​IMG]
    Nitro, QuietMan, Ryley and 15 others like this.

Discussion

  1. RegrettedKarma6

    RegrettedKarma6 Recruit
    Senior Member

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    this looks raaaaaaaaaad
     
    Chronmeister likes this.
  2. WAR

    WAR Cartographer
    The Creator Forge Critic

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    Hey just checked this out in forge today. Looks like a solid map, I'll throw it on next time I'm running doubles. Great work on this Chron.
     
    QuietMan and Chronmeister like this.
  3. Chronmeister

    Chronmeister Blockhead
    Forge Critic Senior Member

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    Thanks War. :) I hope you choose a good teammate.
     
  4. Chronmeister

    Chronmeister Blockhead
    Forge Critic Senior Member

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    Chronmeister updated Vessel with a new update entry:

    Weapon Placement Change and clamber fix

    Read the rest of this update entry...
     
  5. Squally DaBeanz

    343 Industries Forge Critic

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    Considering that this map was originally designed as a 2V2, it worked surprisingly well for 4V4. However, the meta game quickly devolved into one team holding the top platform while the other team tries to push up from various locations around the map. This is most likely because the top level spans a majority of the length of the map, and can easily catch glimpses of each area surrounding it. There are several options as to how you can fix this. One would be to lower the entire platform and see how the other areas around the map can then put pressure on the top. Another option would be to change the shape of the top platform. This could lead to a totally different gameplay experience, one which doesn't involve grenade spam by the teleporter exit. A third option would be to split the top level into separate areas. This would create fights between the two upper areas, and force players to move down into other areas of the map in order to flank the opposing position.

    Another complaint I heard was that some of the lower areas felt like dead ends, and players would often become trapped with no clear escape routes. There are two spots I can think of that fit this description. The first is the small opening directly under the top bridge. This space is accessible from only one side, but it's the side that has other various vertical movement options. The pit it overlooks can easily become a death trap. Perhaps lowering or redesigning this hole to allow access from both sides can alleviate this problem, and may work in favor of redesigning the top to be two separate areas. The other space I can think of that can feel like a dead end is the corner where the teleporter entrance is located. It might be worth looking into removing the teleporter entirely as having a way to immediately be on the top of the map only adds to the chaos there. Without the teleporter demanding a designated space, you could experiment with other routes and vertical movement options in that corner.
     
    Chronmeister likes this.

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