Tuscan Tuscan is an asymmetrical 2 v. 2 map designed primarily for the upcoming 2 v. 2 contest. Tuscan is themed much after the architecture in the Assassins Creed series, but the area itself is original. THIS IS NOT A REMAKE. Tuscan was designed to balance between rooftop and ground gameplay, offering many ways up to the roofs and several safe drop zones as well. And by safe drop zones I do not only mean another players open backside ready for assassination, though this works well on Tuscan none the less. Weapons thin out as you progress higher to the roofs, balancing the advantage of higher ground with low down power weapons. Tactical jumps between roof tops are also included, but are not necessary to traverse the map (though they are a lot faster.) Tuscan is primarily designed for 2 v. 2, but it supports many players and most gametypes, infection being my favorite with spartans on the roofs and zombies climbing all around. All in all, Tuscan expertly balances height variation and weapons to create a back and forth flow that keeps everyone moving. Weapons: 1 Shotgun-0 spare clips 1 Sniper-0 spare clips 1 Grenade Launcher-2 spare clips 2 DMR's 2 Needle Rifles 1 Spiker 1 Assault Rifle 1 Magnum 1 Plasma Pistol 2 Frags 4 Plasma Grenades Pictures- Shot showing most of the map Overhead shot Blue spawn courtyard Red spawn building Brown building in corner Purple building in opposite corner Red "Marketplace" near Red spawn Basement near Blue spawn Tunnel in underground connecting Blue spawn with Brown building That is all for now, Enjoy Forge Hub! Edit: The central "haystack" is now a wall of teleport nodes instead of shield doors. This allows you to walk, but not shoot or see through them so you can hide in it if you duck. The purple corner one was removed and just used to make the walkway a little wider. I also added a block nearby this and the red market where you can jump from the central courtyard to the market roof from. And on a side note, I got a model of my map made on a 3D printer (like a plastic model I can hold in my hands, not on paper) This doesn't really affect you, but it makes me happy so... Thanks for the renewed interest and the support Forge Hub! EDIT 2: The haystacks are gone, I have replaced the last one with a jump to one of the roofs. This is considered to be finished, but I will still accept possible changes.
The map looks beautiful indeed. The thing that stands out is that everything is placed out so smoothly and none of it looks rushed. The buildings is not half bad but the only thing that is the weapon placement. Not to sure about a grenade launcher with 2 spared clips and 2 shotguns. Infection looks very interesting ; thats the gametype Im trying out first when I play this map
Thanks. I don't know where you found a second shotgun, I can almost guaruntee there is only one (it's in the red marketplace near red spawn.) The weapons have worked well so far, balancing between rooftops and ground, so I don't think there are any real problems. 2 spare clips in a g-launcher is not that much anyway. Infection is fun, it was one of the game types I had in mind while designing it. Thanks for the comment!
I downloaded the map and it wasn't that bad, I think it might make rather interesting for swat... I loved the well and the eagle peak, I almost pressed y to jump off. I do have one question... what are the one-way shield doors for?
The one way shield doors are like the hay stacks in Assassins Creed you jumped into, though only one of them actually prevents you from taking any damage. Do you think I should replace those?
yes, you could easily replace them with two way shield doors, that way you can actually go in them... but I don't know how that will affect gameplay.. I don't think it would be a big deal as long as the "hay stacks" were small enough that you had to crouch to use them. As long as they're visible enough for people to see, the worst they would do to gameplay that I can think of is act like drop shields, which isn't a bad thing.
I actually meant for the hay bales to let you drop off the buildings, but you don't get hurt anyway, so I may remove them or replace them with something else. Besides that I think the map is done unless anyone has any other criticism?
The attention to detail, and attempting at creating something a little different from your normal map is comforting. The structures and building are very well constructed, but you could add more detail to them and maybe decorate the coliseum walls that enclose the map. They seem bare (just a thought.) My only concern (well, two actually), was when we were playtesting, most of the time players would attempt at getting to the rooftops. While this isn't a bad thing, other areas felt neglected. Perhaps change or add weapons?
The rooftops are one of two focal points on this map. While they do provide great sight lines, there are almost no weapons on the roof, especially not power weapons. This makes the rooftops a good place to be... until you either run out of ammo or decide to look for a power weapon, which are all on lower levels of the map. The pull back and forth helps to balance the map, and you do not last long on the roofs if you don't have at least a DMR or some sick magnum skills. The walls are bare, but they define the boundries of the map well and the keep framerate down. I plan to replace the hay stacks after the throwdown contest is over so as not to risk disqualification.
Hey sorry i didn't comment on this map. I didn't see it on forgehub. This is one of my favorite maps of yours. I really like the staircase also built with crates, the underground system, etc. It does feel a lot like AC, Though i see more resemblance to the multiplayer map on ACB, Pienza. I know you, personally, do not have Brotherhood. Anywho, As quoted before, the people do rush the roofs. However, It always seems that the people on the ground find powerweapons, then charge at the people on the roofs. I sort of like this effect. As long as you don't start with DMR's (i remember a game where we did and it defeated the above effect) It's really smooth for gameplay. And for the hay bales, You might be able to use a mess of Capture plates. This sounds dumb, but this way people can walk throughout it and not see through it.
Looks awesome, like fighting in a small town or something. The buildings don't look lazily made or sloppy. I also think this would be great for SWAT. Looks like you took your time and didn't put the buildings too far or too close together. Nice work.
I agree with mocha, it is all very smooth, but mostly what I love about it is all of those ramps, to be honest I'm really not sure to describe what kind of atmosphere this has, maybe like a favela of sorts? No, I can't put my finger on it but is really neat awesome job, keep it up!
this has very nice aesthetic value with streets and buildings that recreate the feel of a city better than most maps do and the gameplay factor looks like it would do good...
I have thought about the plates, they would create an interesting twist and would be more like AC2, I just wonder if they will be used effectively or worse; if they will be abused. The power weapon vs. roof sight lines was what I wanted, so thanks!
I got a game on this map the other day and loved the map! I've never played assassin's creed, but the map really stands on it's own as a really interesting layout and amazing aesthetics. The only criticism I had was the weapons seemed a little hard to find at first but we quickly got a handle on the layout! Great Job