double-dipped 2.0 double-dipped 2.0 by Zombified Panda double-dipped version 2.0 is a few aesthetics i wasn't able to put in 1.9 because of the $5000 budget contest. If you want to download double-dipped 1.9click here double-dipped is a small, symmetrical 2v2 map with a simple layout and long sightlines for some intense precision weapon battles. Thank you to everyone who helped play test, your guyses feedback really helped shape this map the way it is today. Players: 2-4 Game Types: Assault Capture the Flag Free for All Headhunter King of the Hill Oddball Slayer Bro Slayer Territories Custom Game Type: Doubles Slayer Weapons Powerups & Armor Abilities: x2 DMR - 10sec - 2s.c x2 Needle Rifle - 10sec - 2s.c x2 Needler - 45sec - 2s.c x2 Plasma Pistol - 60sec - 0s.c x2 Plasma repeater - 30sec- 2s.c x2 Frag Grenade - 30sec x2 Plasma Grenades - 30sec x1 Grenade Launcher - 120sec - 3s.c x1 Energy Sword - 180sec - 0s.c x1 Overshield - 120sec x2 Drop Shield - 25sec Update: 2.0 Added Aesthetics 1.9 Relocated and added spawns to each base, overshield area and to top grenade launcher area. 1.8 Changed power weapons to Grenade launcher & Energy sword. Bridge no longer spawns 180 seconds in, due to player confusion. Removed Aesthetic swords in the middle of kill ball due to players jumping in and dying. Moved grenades from top floor because of grenade spamming(one at each base). Added Plasma Repeater & Needle rifle to each base. Relocated Overshield from balcony to lower bridge to increase player movement. Added Drop shield for portable cover accross top bridge/ portable health pack. Changed some weapon location and modified weapons spare clips/ spawn time. Removed Aesthetic Falcon due to it being too big of a distraction. Fixed roof. Added a soft kill between bases for CTF due to some sneaky flag transfers Impossible to escape the map without dying. Smoothed out floors, ramps and bridge. Fixed Spawns (now you'll spawn at your base unless someone is in it, in that case you'll spawn to either the left or right of your base. That took forever to figure out) Added Aesthetics. Thats most of the changes, the rest are too miniscule to mention. Below are a few action shots of the map. DOWNLOAD MAP
The kill ball sheild is overpowering, no one can kill you if you are in, and only can damage you by getting in, so you may want to change that to sand bags or covers.
Wow, does anybody actually comment on the map instead of little pieces? That is rather annoying that some people never make good criticism nowadays. Now for the map, I like the use of the braces with the bridges and also the sniper spawn adds in a nice aesthetic. The bridge is pretty neat how it spawns late in the game and the angled walls are a neat touch. Seems pretty balanced by the weapon list. This map has a lot of neat uses of structures and I like this quite a lot.
@12qwazx the kill ball is just cover, there's a kill boundary placed in the middle so there's no way inside. @Sugar thank you, a quarter of my budget went to the layout. Then once I had everything the way I wanted, the other quarter was spent on aesthetics, so i'm glad you like it! I feel the weapons are pretty balanced, but i'm open to criticism and change before the end of the competition.
It's nice to see some budget maps starting to hit the forums. I'm glad you pushed yourself with the budget. Good luck to you in the competition!
I know, im excited to see what everyone else has done with half budget and so far im impressed. Its a cool idea for a competition, i hope FH keep's doing stuff like this!
@Tycho I left the kill ball in version 2.0 because i think it's a unique form of cover and it leads to some interesting strategies. I did however remove the two aesthetic sword's in the middle of the kill ball because in playtesting people kept jumping inside and dying. The swords became too big of a distraction and a bit misleading.