District is a quad-symmetrical map specifically designed for SWAT and Classic gametypes. It is separated into 4 different "districts"; red, blue, green, and orange district. The rockets lie in the center of the map, which is a 4-way intersection of the districts. From there you can easily find which colored district you want to go into. Each corner of the map has a tunnel. Red and blue corner each get a DMR and Green and Orange corner each get a Shotgun. There are also bridges that connect each district. Each bridge has a pistol and grenades. The struts and glass sails let you know if the bridge has frag grenades and magnum or plasma grenades plasma pistol. Though this map may look simple to some of you guys, I did not make it for the looks. I made it strictly for SWAT gameplay. There are no hiding spots on this map, which makes the players constantly moving around. This is what gives the map a classic feel in my opinion. I made this map for classic gametypes also, which means NO ARMOR ABILITIES. Sprint is the only exception. Jetpack is not an option on this map. There is a hard kill zone that covers the entire top of the map. This map will support most objective gametypes if you disable jetpack in your custom game options. Active Camo is debatable for this map. Alright I think that's enough, here are some screenshots for you guys Overview Long line of sight Frag grenade bridge Plasma grenade bridge Blue Corner Center of green district Center Bird's eye view Weapons: This is my first attempt at a quad symmetrical map, so let me know what you guys think, thanks!
I'm liking the quad symmetry. I don't see many on forgehub and I've always been a fan of them. I agree with Knight of Order on the tight corridors though. I'm feeling it's either too tight or too open (mainly around the edges). I think swat would be too chaotic but that's just my impression....
Really nice, good job. I specially like the big circle thing you put in the middle. Also the fact you put four bases and that it is symmetrical. I think that the corridors are a bit too tight, but I don't see how you could fix. The top view of the map look really awesome!
The narrow hallways, 90 degree turns, and the constant flow of movement is what makes it such a great SWAT map. And I can't really make it much wider without starting over from scratch. It can handle 12 people, but it can get really hectic at some times. My friends I and found out through playtesting that your best bet is to play SWAT or Team SWAT with about 6-8 people.