Aurum Aurum is a medium size map done in the Quarry Zone of Forge World; Aurum, unlike many maps, is an asymmetrical map consisting primarily of a combination between bridges, walkways and open spaces. By the way, Aurum goes for "gold" in latin. Aurum was primarily built with the idea of having a big elevator in the middle in which players could navigate easily from bottom to top level of the map, and with that, the map just branched out and every zone started to take its own form. This map was also built with the objective of being an easily playable map, a map in which the moment you spawn, you know perfectly where you are and where you want to go. In addition, a small zip-line was built into the map, one which provides a quick navigation between the sides of the upper floor of the map. Aurum is set up for all primary game types except Territories and 3 Plots, however, Oddball, CTF or Assault are fully playable here. But, Slayer is a great choice to jump into this map with many people. Anyway, I think that perfectly fits the description of the map... in text, so I will provide you some images your eyes can enjoy: General overview of the Map: Another overview of the map: Red team spawn zone: Blue spawn zone: The bottom part of the elevator: Some pictures of the grass level: The zip-line: The sniper tower: The teleporter: The glass tunnel: And of course, the initial loadout camera (Photographer: Brgtt Jones): The weapons I included in the map are: Power Weapons 1x Shotgun 1x Gravity Hammer 1x Sniper Rifle 1x Focus Rifle 1x Concussion Rifle 1x Rocket Launcher 1x Spartan Laser 1x Energy Sword 1x Plasma Launcher Other weapons 1x Grenade Launcher 2x Plasma Pistol 6x Plasma Grenade 2x Plasma Repeater 2x Needler 1x Plasma Rifle 1x Spiker 4x DMR 5x Needle Rifle And the armor abilities are: 1x Drop Shield 1x Evade Oh, yeah! Action Pictures, too! I would really appreciate if some criticism and comments regarding how this map was built were made into this thread, I'm always open to critics or recommendations regarding Forge, enjoy the map! Thanks for reading!
The map seems well integrated into the quarry space and looks good for medium sized games. Naturally, being an asymmetric map, the weapon spawns are a big factor into which team(s)/players would get more of an advantage from the beginning of the game. From the screens alone I can't quite see where the power weapons might be, but in any case, if there are problems with power weapon spawns being too close to team spawns, simply setting the weapon to not be placed at start can fix that. It looks pretty good, though I would have to dl to leave more feedback.
Thanks for the feedback! I have added some weapons pictures so they are easily traceable when people want to try the map out, alongside a few other pictures adding more detail to the map layout.
Hooray! Another thread that my feedback helped to improve by adding more screens! I'm starting to feel like I HAVE THE POWERRRRRRRRRRRRRRRRR!!!!--*COUGH COUGH cough, erhem...* I did get a chance to dl and look around a bit in forge mode, noticing the weapon spawns and different pathways to them and whatnot (the screens for the weapons are really good and help alot), and you really managed to use up that budget pretty nicely. It felt like there were a bit too many power weapons at first, but I think they were placed appropriately distant from one another, and the scattered small-arms are good too, spikers and ARs and such (nobody ever places enough ARs, gj.) Though I feel like the room with the sword is kinda cut off with only the one path in, but the full windows that make up its walls will probably help deter camping. I actually forgot about the rappel/zipline and managed to jump into it accidentally while looking around and was all like "WTF?!.... oh right! Zipline!" Seems placed well enough, though I did get stuck on one of the blocks one time going across it and had to will myself out. They usually work best going one way on inclines. Overall, the map is definitely fleshed out enough to provide plenty of different routes into battle, which I fear might be overwhelming at first to some newcomers. I really don't have any specific suggestions for improvements for things like cover and pathing, but I feel like there might be some more and maybe better versions of the map in its future.