Countervail Codename: Kick It Complex Supports 4-10 Players Multi-Flag and All Forms of Slayer Works Flawlessly for MLG Also. However the Map runs as a Competitive Map Overall, I'll keep it here in the Competitive Maps Thread. More Game Varients to Come. Background: Once supplied the power for the better part of Manassas, This Facility Was closed for criminal investigation after the terrorist suicide bombing. The Owner of the Electro-Light Facility was imprisoned with unreleased ties to the bombing, and the facility was never re-opened for use. The Facility it’s self was state of the ark, with a single turbine reaching ½ a mile into the sea the company was the first to establish efficient renewable energy on Reach. Breakdown: I forged this map mostly in one sitting, using my impromptu method of forging. I found myself glad to just pick up the controller and forge without disrupting my train of thought for an entire day. I still intend to spend a lot of time fixing and testing the map, So Please PLEASE comment on the map exactly how you feel. I am going to design multiplayer maps for a living, so I’ll need as much constructive criticism as I can get. With that said, I’ll begin to explain each portion of the map. This is the overview, resembling a waterworks facility and a symmetrical layout. There is a Basement Level, A Main Level, and an Overlook in the Center. Each Base (Red and Blue) has 3 floors to it. There is one ramp from the Basement up, however you can drop down from a couple angles and/or skillful jumps. On each base’s third level there is a sniping outlook that allows viewpoints over the two major sides of the map. Blue Base’s Level 3, Where the Flag sits in Multi Flag. Another third level advantage is the Backdoor and Window Jump leading towards the Sniper Platform. The Sniper Platform is in the back half of the map, with easy access from Top Observatory, Basement Man cannons and from the Backdoor pathways. This Area of the map is very vulnerable. The Mancannons leading up to Sniper are accessable in each of the Base’s Basements on an Almost submerged Platform. The Most Vulnerable portion of the map is the Rocket Bridge. Being far out in the “Open” Section of the map, Teamwork will be needed to get the rocket advantages. Also in the Basement middle is the Propeller for the Turbine, Allowing a simple jumping path across the two separate sides of the map. In each base there is a tunnel leading up to the Top Observatory, Creating a quick and well covered path for Flag Running. One of the Quick Tricks on the map is the small hole drop-out’s from The top observatory to the Main Floor Open. Weapons On Map: 6 DMR’s - Spawn 30 1 Rocket Launcher – Spawn 180 (4 Total Shots) 1 Sniper Rifle - Spawn 180 (8 Total Clips) 2 Plasma Pistols – Spawn 60 2 Needle Rifles – Spawn 30 2 Needlers – Spawn 45 2 Magnums – Spawn 30 2 Assualt Rifles – Spawn 30 4 Frag Grenades – Spawn 45 2 Plasma Grenades – Spawn 45 1 Evade – Armor Ability 4 Medkits – Spawn 25 Kill Boundaries Are Located Above the Building Structure and Below the Sniper Platform. A Special Thanks to: Slick Hipster92 Vince101 Saizyn CptnAction I Flatulated iTz yap flip II TH3 TRUTH II Sweetgirl916 CrzyMnkyKlr Thanks so Much, Please feel free to check out my other maps!!
Thanks Man, I Have another 2v2 map made but i feel as if it needs more testing before i will post it. Also, I noticed somebody earlier posted about adding more color on the objects. I Added color to the tunnels and a few of the major objects around the bases. In other words. Would you rather see color on the neutral area's or is it better to leave them the original color.
Wow, no quesions asked, nothing even I can improve on, and I like to think of myself as a perfectionist. The weapons list is great and the layout is beast. (I really love the banked Lifts by the way, that is sick!) And the asthetics are amazing. The floor and walls of the map are smooth, and you earned this praise.
I'll DL and give a fly through. So you plan to design maps for a living? Is that a sure thing or are you just dreaming/working towards that goal? I'll reply with my review in a few days, but its unlikely I will be able to get more than a 1 v. 1 on it.
just as a note so you don't get mod yelled at, you need an unedited thumbnail image for your map. Shouldn't be too hard, just re-upload the original image in place of your thumbnail. As far the map, it looks cleanly forged and has some nice aesthetics. I'll give it a DL and see how it plays.
Thank You Very Much guys!! @Flyingshoe: Yes, I'm currently Halfway towards attaining my Bachelors Degree in Video Game Design. As for me making Multiplayer Maps.. Thats my Career Goal and also the majority of my Portfolio work @Pacmonster: Thanks for the update, I changed my Thumbnail to a more forge hub acceptable one. Let me know what you think after you get a chance to play on it.
just a tip for next time... dont make such a huge border around the pictures... i found my self to busy looking at the border to concentrate on the pictures.... but other than that looks sweet ill give it a dl
Wow. Can I say that again? Wow! This is a really good 4 v. 4 map. You gave a lot of paths between the bases and a really solid neutral area with side-based aesthetics to make orientation easier. Besides a few corners that may... well, corner people in, the map flows well and is easy to get around. You implemented jumps into the map very well, balancing them so that they were not too much faster routes but also not too dangerous. There were a few long sight lines near the center that could be hard to get out of (like near the needlers) but otherwise you did good. There were also no ridiculous slopes on your map, and a surprising number of custom ramps, leading to some very nice height variations and angles. Aesthetics were just awesome, and most were implemented into gameplay some how as well, like the holes on the top floor. There are a few things to patch up though- Where you did the thing with the sandbags and the blue side of the one-way shield there is a corner that if you touch you get stuck and cant get off of, except by death. -the man cannon platforms in the water have a long hole between them and the main platform, which is easy to fall off of and die from. -The upside down bridges near the back of each base are cool, but with no railings it is easy to back right off of them. -Evade is not necessarily a bad thing to put on a map, but I can not honestly see myself fighting over it compared to the other weapons. Might I suggest a sword? -there are occasional holes nades can slip through -Besides that, weapon spawns and clips were good and it all worked well together. Good job!
I like the borders on my pictures... Thanks Flyingshoe! Im extremely happy somebody has gotten to play the map out with 4 v 4. I have to say the Path's were intended but when the Object Aesthetics worked flawlessly with the layout and idea i Was dedicated beyond belief to get this to the community. You deserve to be in the thank you section of my post, having given me enough knowledge to set path on a version2 i'll look into the most of what's pointed out here. 1. The line of sight from the front door's through the needlers was intended. mainly to keep rockets at a danger, and allow two different feels to each side of the map. 2. The man cannon ledge height difference was intended. As i jumped around the map i felt comfortable, however this accident prone area might be changed for the better. 3. Budget Crisis ...I wish i could have even made those platforms more aesthetically pleasing.. but i definitely needed the path leverage in the back of the map, and a bit dangerous of a pathway had to be my only option. I'll spend some time looking deeper into the options there, but without injuring the map to much, i doubt much will be added structurally. 4. Evade.. to me is one of the only abilities worth trading sprint for. Sword on the other hand sounds like a fit. Ironically that portion of the map was inspired by Zanzibar's Sword hole but i ended up covering the bottom section. I'll keep it in mind for testing v2. 5. Holes? Intentional or not? and Where? Thanks again bro. Let me know if you want to help test a second version.
Hey thanks man! The holes I mentioned were nothing much, but where evade is there are 2 glass sails that leave a small hole or 2 open on each side that I accidently threw a grenade through. And really make sure you fix the spot by the blue one-way wall and the sandbags, getting stuck there would be really bad. Also, I did not actually get to play a game on the map, but I did fly through it and inspect it for close to an hour. I didn't think I said I played it, but whatever. Most of the maps I make are 4 v. 4, so I really saw where you were going with it, your design style is very similar to mine. Nice job on the whole thing, hope V. 2 is even better. P.S.-If you downloaded any of my maps, re-download. I hadn't been updating them after I worked on them, but the current versions should be out now. P.S.S-Yeah, I prefer sprint too. All others besides sprint and evade just seem like extras.
Okay, so i have fixed all the problems mentioned. I've found a few also that have been fixed. If anybody has any suggestions for the v2 they'll need to be within the next few days before i post a final v2 for Countervail. Thanks again Flyingshoe.