Note: There is a Vid + Commentary link above the download link. If you wish to skip the Description and get right into the action, go right ahead. I explain just as much in the video as I could in text. Author: ArchXero Supported Gametypes: Assault Recommended Gametypes: Assault Recommended Players: 8-16 Time Taken To Complete: 8 Hours Please note that the Gametype I made (Weapon placements, ect) around the map are only set for Assault. If you wish to play a Slayer gametype, or something like that, it's suggested to edit the map with your own weapon setup. Video Download Weapons, Equipment, and Settings::. 1 Life Per Round 30 Second Bomb Fuse 15 Defuse Timer 300% Extra Damage. Normal Shields. 4 BR's (2 Shot headshot, 3 body) 4 AR's 1 Shotty (1 Shot Kill) 1 Sniper (1 Shot Kill) 1 Rocket (1 Shot Kill) 2 Grenades (1 Hit Kill) 2 Bubble Shields Starting weapon: Pistol. (2 Shot headshot Kill, 4 body) Bomb Carrier: Black, 100% Movement speed. Description: This map was braught to me as a Counter-Strike sort of map. Every round you only have one life, and it doesn't take many bullets to put you to the floor. This makes the user more aware of their surroundings, and as long as you have the patience it can be a fun gametype to play. There are three floors to this map. The ground floor has 1 passage way to the other side. 2nd floor holds the Rocket Launcher (Accessed from 3rd floor) and Sniper Rifle (Accessed from Ground Floor). The 3rd floor is just a basic hallway that leads to the other side, the Rocket Launcher, and the 'top' of the map. This view is showing the Ground level, as well as the Stairway up to the 3rd level (Hallway). This is an over-head view of the 2nd floor. You can't see all of it, but you see the blocade down the center of the map, and the stairs leading to the 3rd floor. This picture shows the Rocket Launcher spawn, the Sniper spawn, and the Shotgun spawn. Watch the video to see exactly how to get all 3, and why there is a fusion coil over the Shotgun spawn. Also, I'd like to ask that if there is anything that you personally think would make this a better map, please post a suggestion. I will keep this thread bookmarked and read up every once in a while. I love hearing feed-back, and I love making what I do even better than it was. Remember, this is only v1.0, and my first map. Any tips from people who do this regularly would be helpful! Thanks in advanced.
Hmm, Strange. They worked before I posted in the preview. I'll just upload them to Photobucket real quick and make the edit. Edit: Seems the website that has my pictures is currently down. That might be the reason why you were getting the error and why they aren't showing up. As soon as the Website is back up, I'll upload and edit the post. For now, I'll just ask people to use the video. ^^
From what i see in the video, the map looks like alot of fun. But a couple of the walls are a little sloppy. I will DL the map and play it with my friends to see how the game plays out. 3/5 P.S. Get your pics up ASAP
Ok so i tried this map.I noticed that the shotty and the sniper are a bit close.That will ruin gameplay.Your walls are bit sloppy.Interlocking could have been use.If u dont know what interlocking is read this threadUm what else.I dont think one life per game is that great cause 2 headshots by a br and u die.so thats not so great.Your post is good exept u need pics which i cant see.The bridges and stuff are bumpy. I see that you are a new forger or you are just new to forgehub and u have no clue what interlocking is.If u need any help just send me an FR ill help you
ArchXero, sorry your thread got attacked by all those spammy pic and vid complaints. Don't worry about them, the rules state you have 24 hours to get your thread correct (looks marvelous now). I think a video is fine in replacement of pictures, you went above and beyond the typical post.. but the pics do always help. Anyway, on to your map. I really like the gametype you've set up with the map and how it allows you to break-proof your map using much less materials, which can allow a forger to then forge much larger maps in terms of playable area. I'm a fan of swat-like one life games. They lend themselves to some pretty intense matches. I do think that the lack of interlocking (primarily the walking surfaces) might be holding back the full potential of your map. Its pretty easy to do once you get the hang of it also. I'm looking forward to seeing your future work. Despite the two being so close, there is pretty good amount of risk involved in grabbing the shotgun with the fusion coils, and the sniper rifle isn't exactly easy to obtain either. You basically have to hope that the barrels aren't already knocked over. Plus, with the gametype he set up, every weapon you pick up is a power weapon, so its not an issue really at all.
Yeah, my friend ended up putting the left side of the map together (The defending side) and he did a bit of a sloppy job, but I ignored it. I tested it out and made sure you couldn't get out, fall, or do things you were suppose to. Not to mention, once you get use to the map the only thing you'll be worrying about is tactics rather than "That's not lined up straight." Either way, I got some images up, and I'll edit the post now. Edit: Didn't see the second page up. Thank you Lightsout, I'll take a look into the interlocking. Oh, and why is the map entitled Red vs Blue? Well, it's simple... In CS, there's Terrorists vs Counter-Terrorists. In CoD4, it's one country vs another... I needed a name that was something vs another, to show the gametype. And I came up with Red vs Blue. Yes, I know there is already a Red vs Blue, but the name fits and it would also bring more attention as well.