Download, discuss, and rate map HERE. Definition of "Quandary": A state of perplexity or uncertainty, esp. as to what to do; dilemma. General Overview: Designed for the Territories gametype, Quandary pits Attackers against Defenders in a U-shaped arena and lets them battle it out for 4 rounds, with the Attackers vying to control a total of 5 territories within the time limit, with each territory progressively getting tougher to secure. Screenshots: *View from the Attacker's spawn. Visible here is not only the first 2 of 5 Territories to capture, but also the Defender's initial spawn zone in the background. *View of the Defender's initial spawn zone. To get to Territory 3-5 (beyond the shield doors), you must get past here. *View from the final territory. Not only is it guarded by 2 machine gun turrets, but the walkway up to it is behind them as well! Gametypes: This map is designed for Territories, but seeing as how the number of players greatly define how it should be configured, I did not include a preset Gametype. Basically, just use the default Territory gametype, and if playing 2-3 players per team, set the capture time to 5-10 seconds. If more than 3 players per team, it is advised to set the capture time to 10, or more if preferred. This map also supports FFA Slayer, and plays very well for a Team Slayer. A couple things that prevent the Defending team in a game of Territories from entering the Attacking team's spawn are removed for Slayer matches. Also, I am currently working on an Assault gametype for this map, and will update when I am done fine tuning it. Some things worth mentioning: The inspiration for this map came from the TV show American Gladiators, mainly the "Assault" event. Basically, I envisioned the Attacker's as the competitors, and the Defender's as the Gladiators. While the Attackers may have more access to weapons, it is the Defenders who have the security of the well placed strongholds throughout the map. It is best played with teams of at least 3 players per team (preferably 4+), but 2 on 2 works just fine if you tweak the rules a bit. I didn't want the Attackers respawning behind the Defenders so as to force them to capture the Territories one at a time, and in order, so I placed respawn zones for that team at Territories 1 and 2. I'm still learning about spawning and respawn zones, so if someone could help me get it so that the Attackers spawn near the latest territory they've captured (if possible), yet not behind the Defender's "front line", (and vice versa, if possible) I'd greatly appreciate it. Also, all comments, criticism, and thoughts are welcome. These pictures serve no justice, so please, download before you do decide to comment or criticize.
Anyone else care to give some constructive criticism? This is my first "published map", and I want to know how I rank among the other Forgers out there. Please.
Looks cool? Thanks, but you should really see how it looks in-game. Like I said, these pictures look like crap compared to seeing it in-game
Looks pretty nice, is there interlocking. That is a big thing and can make a map very neat. Also think you can get some more screen shots, like a birds eye view of the center area.
I definitely interlock, it's a must for me ever since I learned about it. From the pictures above, it looks like it's just thrown together, but I'm real anal about aesthetics and everything has to look perfect or else I'm stuck on one little piece until it's lined up just right. I'll definitely take more shots of the map when my gf gets done playing team slayer. **EDIT*** And there isn't really a "middle". It's U-shaped so the middle is just a bunch of double boxes. I will however take some shots of the strongholds scattered throughout the map.
Hmm... Your map looks very well thought out. I do believe you took some time into putting this map together. One thing I really like is that you included some aesthetic objects (I.e., Truck) that does not "hurt" the map. It almost seems like you purposely put the dumpster agianst those boxes as a ledge up. The same goes for the truck and Warthog. When I looked at your pathway along the back of the defender's base, it reminds me of the path along the side of Last Resort with the Fusion Coils set up. Good job on a nice map!