No Escape After the ODSTs dropped feet first into this empty warehouse, they discovered there was No Escape (apologies for the double post!!!) Download No Escape v2 After taking everyone's comments on board from v1 I am proud to present v2! I have used the same description as before but highlighted in yellow the changes. Unfortunately, due to a RROD situation I havent got any new photos but will describe the changes on the old photos. All should become clear. Read on... Description: Made by ONeill117. This is a very very small semi symmetrical map which measures only 7x7 single boxes(!) and for this reason, it is best suited as a doubles map or perhaps 3v3. It is set up for, and works well with, Slayer, Team Slayer, KOTH, Oddball, 1 Flag, Multi Flag, 1 Bomb, and Neutral Assault. The basic structure that this maps is built on is two L-shapes, joined at their corners by an overshield, surrounding this is two alleys, which make up a basic figure of 8. In the non-alley corners are the two miniature bases, with their line of sight blocked by a big wall in the middle. there are many ledges to get up down and around, as well as a simplified MLG-style weapon list. Whilst this map may seem hectic, playtesting shows that once players get their bearings, play becomes a lot more strategic. It is not easy to get good pictures of this map due to Foundry's 'ceiling', so it can look a little clustered, however, if you download this, there is a lot more space to play around in. Take a look! This gives an overview from one corner showing Sniper. power drain removed. Open single boxes merged into ground to ensure smoothness This is the opposite corner overview, showing the sword now mauler located under light base Light Base Brute shot, trip mine, fusion coils, pistol, SMGs removed Dark Base fusion coil, shield door, plasma rifle removed This is dark alley / dumpster alley. The needler removed shows where the camera was positioned for the sniper photo This is light alley / box alley. Also, the two bridges running around as a rim can be seen This is bottom mid as described above. shield door, invis removed. Overshield placed so accessible from both sides Another major change (that can't be seen from the photos) is that the central structure has 'shrunk' in size, making it easier to (circum/)navigate. Also, the outer casing has been rebuilt for a smoother look Weapon List (number/respawn rate/spare clips) BR x7, 60, 2 Carbine x2, 30, 2 Mauler x1, 90, 1 Sniper x1, 120, 2 Frag Grenade x4, 20, n/a Plasma Grenade x6, 30, n/a Overshield x1, 120, n/a Hopefully, this gives you an idea of the map, and please, don't knock it till you've tried it. The close quarters gameplay idea is rarely done (especially having a map so tiny) but it works really well. The majority of this map has been forged very smoothly or interlocked so bumps are almost nonexistent. I will try and reply to all questions and will listen to any advice. I can assure you, v2 is at least 5x better than v1. If you downloaded v1 please comment! thanks Thanks for reading Love, ONeill117 Download Map
Double post FAIL.... Here we go...lets call in the mods.... Welll...as for the map....what a little interlocking could do. I would recommend interlocking your boxes to keep gameplay smooth and have the aesthetics look better, It's a good layout, but the forging needs to be better. Good start!-3.5/5 EDIT: I do think that you did do a good job of making sure the open boxes were merged-good decision
haha yeah fail indeed, how embarrassing! as for the box interlocking... i dont have the budget to add in loads more boxes and merging the existing ones together would make an even SMALLER map, besides i can't fill in the gaps near the open double boxes as that would ruin their shape (and therefore gameplay) and the other places where interlocking could occur, it is either covered in the base or there is a single box open merged conveniently in there so there is no need for it there either!. in terms of gameplay, there is NO evident bumping and grenades will NOT (trust me, ive tried) fall through the gaps. in short, the gameplay is fine and will only be made worse by MOAR INTERLOKS, but yes it would add to aesthetics but im not going to detract from gameplay for looks, sorry! anyways, did you download this map? cos forum rules state no explicit reviewing without downloading the map! my bungie page says 0 dl still... LETS CALL IN THE MODS!!
I don't want to sound like a douche...but-you said EXPLICIT review...i just did a brief review from what i could see by your pictures. Also, i saw that you made sure to say that certain weapons were deleted. I think that you could have kept the power drain though...just my opinion
haha no worries, i was just lol'ing about! i thought about equipment. but on redesigning the map it very nearly became an MLG map, so there was no equipment used. but i felt it was better suited for small TS and on a small map, i didnt want pd's in your face when your probably already weak! i might chuck in a regen.. that mite help?
yeah i saw v1 of this and it looked a little stupid/hectic but i think u pulled it out the bak for v2. by the looks of things there wont need to be a v3 hopefully!! i notice you used the same pictures as last time, maybe new pictures would help? the new weapon layout looks sensible. as does the new overshield idea. is it similar to the invis on warlock, like how u can get it but not get through? please clarify and the removal of the shield doors is very sensible IMO on a small map
I saw no flaws with anything on the map until I saw this picture. 3 BRs? In about a space of a Double Box? That's BR spam. Please lighten your ammount of BRs, you only need about 1 there.
haha, yeah i think you under stood that I removed most of the weapons in that pic? so i think all thats left in that area is 3 BRs and two frags. usually this map is played with Br starts, so BR spam doesn't really come in to it as you will ALWAYS have ammo anyway. also, the small map means that average life time is very low, a lot lower than the respawn time of the BRs basically after the initially push, some people will get BRs and die and on respawn=no BRs left. This is key when it is AR starts as people should use their spawn weapons as much as possible on a small map I think. finally the Br on the bridge is awkward to get to and in that sense is quite out of the way. trust me gameplay will have shifted slightly by the time you get to it hope that helps
i think the map looks well designed, but it could use some interlocking. also, the pics imo do not show a good overview of the map, as most of them show close up shots. I'd give it a 4/5 because it looks good, but interlocking would be beastly.
yeah it was hard to get the flow of the map rite once the size had been decided but it plays perfect IMO. yeah i think i wrote on the description that i couldn't get an overview due to Foundry's 'ceiling'? and the high walls surrounding the map. maybe if I delete one corner section, that might help? as for the interlocking, that was te reason for v2. i went through the map tidying all bumps/grenade holes, so gameplay remains smooth. due to budget limitations i couldn't spawn MORE objects to fill in the gaps so i just made things closer together. howver in some areas this wouldn't work as it would throw off the entire shape of the map (eg the outer walls NEED to be that long) however, i dont think the un-interlocked walls affect gameplay OR aesthetics significantly. thanks for the comment
EPIC FAIL! I dl'ed this map and i think you've forgot to correct some things the fence walls at the bottom of the map don't spawn at start, nor does overshield. but when ovi DOES spawn, it is on insta-respawn for some reason. I hope this is unintentional?