I started off with a basic flow concept of a map with reflective symmetry. From the start of this map I was concerned with Aesthetics. I wanted a simple layout that people could remember quickly and easily. With this version, I believe I have accomplished all of the goals I mentioned. Weapons: Human: 6 Assault Rifle 2clip @30s 6 DMR 2clip @45s (10 max) 4 Magnum 2clip @30s 1 Shotgun 1clip @120s 2 Sniper Rifle 1clip @120s 1 Rocket Launcher 0clip @178s(Drop Spawn) 8 Frag' Grenades @25s (12 max) Covenant: 1 Concussion Rifle 1clip @90s 2 Needler 2clip @30s 4 Needle Rifle 2clip @45s (8 max) 4 Plasma Pistol @30s 5 Plasma Repeater @30s 1 Energy Sword 2clip @120s 8 Plasma Grenades @25s (12 max) 3 Health Packs @30s Screenshots: Carousel Purple Tower Center Platform Under Center Red Ramps Shotgun Rocket Spawn Sniper Corner YouTube - Consolidation Walk-through Movement Modifiers: 1 Teleporter from Rocket Spawn to Carousel. 3 Gravity Lifts, -1 from shotgun spawn to Carousel -2 from Carousel to Top of BR Towers Gametypes Tested: Team Slayer (4v4, 5v5, 6v6, 7v7) Territories (5v5) Special Thanks To: SP Dark Killer Decadence Night T1S3L The psycho duck Shi11Tenshi ...and many more! Notes: Video Walk-through Added v1.2 uploaded -Shotty Lift Moved back 1unit -Teleporter Bump Fixed -Kill zone adjustments -Spawn area tweaks -minor z-fighting removed v1.3 uploaded -Spawn areas adjusted
This map looks fantastic. It feels very professional and a bit familar. Would like to see in Matchmaking
This map incorporates a lot of cool elements from classic maps and I second the motion that it would be a good candidate for matchmaking, especially in place of cliffhanger (boooo). My only advice is that between the rocket, shotty, sniper, sword, and concussion rifle, there seem to be one too many power weapons. I'm not sure which of those should be removed, maybe rocket? I was also able to wedge grenades underneath the curved walls in the lower middle area, so may want to lower those a bit. Keep up the good work!
This is a very solid competitive map and should have recieved much more attention than it has. Theres a vast variety of areas providing gameplay that is never the same. A couple of criticisms would be that the map is quite large and the areas where people seem to congregate are quite seperated from one another, this leads to the gameplay to be a bit sporadic as one moment you're fighting off hordes and the next you are all alone seperated from everyone else. Still, the map was a lot of fun to play and thats what counts, top job centurion.
Thanks for the feedback everyone. I've been on the fence about the number of power weapons as well. In all the play-tests I hosted it didn't come up as a problem, but I am open to dropping a weapon or two. Before removing anything, I'll first reduce sniper ammo and concussion rifle ammo to 1 clip. Since there are two sniper rifles, there is still plenty of ammo on map. Shotgun is already at 1 clip, and rockets don't have any. Reply to oh knarly: I have noticed what you are talking about myself and considered raising the entire purple structure to be level with, or just slightly lower than the center to encourage movement in and out. Glad you had lots of fun on it though!
Amazing map, I think it's the best i've seen so far. Really capture a kind of lockout type of map ( I was going for that in my map as well, Altitude) I really like your design and the flow of the map.
The aesthetics look great man, love the center piece and the way everything is layed out. Will give it a go later.
The sender node by Rockets is facing the wrong way. That's what creates that jerky exit at the receiver node. Spin that bad boy around 180 degrees so the lip is at the back instead of the front, and it'll be much smoother. Im also not a huge fan of having the satellite leg right in your face when you exit the main lift. I wish there was another solution you'd try. It probably requires using other pieces rather than the satellite though. But something shouldnt be so close and personal in front of you like that when exiting a lift.
Thanks for the feedback, The next version will have the teleporter fixed. I have been a little annoyed by that satellite antenna at the top of the lift as well, but I don't want to remove it. Instead, I looked at the area and moved the whole lift chute back 1 unit and it seemed be much less in a players face. This will also be in the next version. Thank you for the feedback, it's always appreciated!
I really really...REALLY like this map. I ,of course,love the Lockout related elements,but moreso,I LOVE the way you freely branched off of the Lockout floorplan and created something that completely stands on it's own as an all original map! The feeling you have while in the Gold Dish Room,shooting outward,and backing up to dip into cover is awesome. Yet you're always vulnerable to a surprise attack there,via teleporter...in a good way...balanced. All the rooms are well crafted and easy to navigate,and it's always clear where you are on the map. Also,lines of sight,all around the map are brilliant! As for power weapons,I think all that needs to be kept in mind is the clip size,in this case,which I think you said you already addressed,so...yeah...nice! I say,don't remove a thing. Bravo!
This map is really good my map actually was inspired from this map. My map looks a little bit like yours but it plays diffrent. Make sure you check out my map (Vizor) and I hope you aren't mad that I took a couple of your ideas lol
I'm flattered you were inspired by my map. Although when posting in a map's thread the main topic should be the map in question. It's a Forgehub posting guideline, I'm not mad or anything, just thought I'd mention it. Also, a new version of my map is now available, details of the changes are listed under notes.