[FONT="]Redline[/FONT] [FONT="]General Description[/FONT] [FONT="]Redline is a much revised and revamped version of my last post Leviathan V2. I have taken the general advice of my fellow forgers in my last post, and I have created a map with unique and engaging game play. The layout of Redline supports both casual and more advanced and strategic game play (team work is highly critical). Ranged weapons and long lines of sight have been encouraged; however, it retains balance with strategically placed line of sight blockers and elevation changes. Time and space are also important because it is a medium-largish map. Players shouldn’t feel too far away from the fight, but they will still have a moderate distance to travel to regain line of sight, gain control of a position, or gain control of a power weapon. Tactical Jumps are scattered throughout. All armor abilities and flag/bomb carrier traits and routes have been considered. Lines of sight are governed by position. The Redline is a choke point for objectives and key for map control. Without having any custom games exceeding 3 people, it is difficult to predict how many players this supports. That being said, I feel that parties of 10 or less should be ideal. [/FONT] -[FONT="]Screen lag is 99% resolved. (I truly mean that). [/FONT] -[FONT="]Remaining Budget : $2535[/FONT] [FONT="]Map Description [/FONT] [FONT="]There are three main divisions. Gold, Red, and Blue. Both Gold(red) and Blue Bases contains a sniper rifle and 3 dmr’s. As the player works along the outside (inland side) path, players will encounter a needler, grenades, a plasma pistol, and a concussion rifle (no extra clips), until finally reaching rockets, on the red line, in rocket court. The main path forces players through middle, passing under blue or gold bridge, into shot gun spawn. The red structure path leads players to a dmr and a needle rifle with, each with 2 clip. [/FONT] [FONT="] The Redline weighs the heaviest with power weapons. In addition, It is the only place on the map that spawns “full” weapons (ie. 2 clips in DMR @ red structure vs 1 clip everywhere else). The rest of the map is void of power weapons, with the exception of the sniper rifle. Although the rest of the weapons are in all reality “half” ammunition, they are greater in variety and may become the decisive weapon for specific combat scenarios. One could think of it this way. The Inside is the Redline, and has the best weapons and naturally attracts players to their locations. In addition, the outside is scattered with scenario specific weapons with less ammo. This naturally forces players towards ammunition, and simultaneously towards Red Structure. [/FONT] [FONT="]The game changers are the 2 sniper rifles, which spawn at each base in this particular version. Spawn traps have the possibility of a reality, I believe, if a team successfully sets up holding the entire redline. Spawns have been placed in safe and vulnerable positions. [/FONT] [FONT="](Extra: I have been kicking the idea around about maintaining the theme of the “Redline” in regards to the sniper rifle. By limiting the amount of ammo in the bases to just 4 rounds, and by adding a 3rd sniper on the redline, it would encourage absolutely every player directly towards red structure – greatly reducing camping…..Comments???)[/FONT] [FONT="]Weapons[/FONT] [FONT="]Sniper Rifle x 2 @ 180 sec[/FONT] [FONT="]DMR x 10 @ 30 sec – 1 spare[/FONT] [FONT="]DMR x 2 @ 40 sec – 2 spare[/FONT] [FONT="]Magnum x 2 @ 40 sec – 2 spare[/FONT] [FONT="]Needle Rifle x 2 @ 45 sec – 1 spare[/FONT] [FONT="]Needle Rifle x 1 @ 50 sec – 2 spare[/FONT] [FONT="]Frag Grenade x 4 @ 40 sec[/FONT] [FONT="]Plasma Grenade x 5 @ 30 sec[/FONT] [FONT="]Needler x 2 @ 100 sec – 1 spare[/FONT] [FONT="]Plasma Pistol @ 45[/FONT] [FONT="]Concussion Riflle @ 110 – no spare[/FONT] [FONT="]Shotgun @ 180 – 1 spare[/FONT] [FONT="]Rockets @ 180 – 1 spare [/FONT] [FONT="]Health Pack x 2 @ 30 sec[/FONT] [FONT="]With that, I’ll leave you probably with a confused look on your face. Enjoy the screenshots! (Reminder: Map is Symetrical) I encourage feedback. [/FONT] [FONT="]Sincerely, [/FONT] [FONT="]PeanutPutter[/FONT] [FONT="]P.S. Thank you to Nv Vook for tolerating what seems like an eternity of forging. Also, thank you to BrandoCo13, Kilionaire417, and JTF QRRBY for some gameplay and feedback.[/FONT] UPDATES: It came to my attention that spawning in ffa was limited to the neutral spawn zones. I believe the issue has been resolved; the download link has been updated. [FONT="]Overview[/FONT] [FONT="][/FONT] [FONT="]Rocket Court/Blue & Gold Ramps[/FONT] [FONT="][/FONT] [FONT="]Rocket Court[/FONT] [FONT="][/FONT] [FONT="]Rocket Court Angle[/FONT] [FONT="][/FONT] [FONT="]Top Red Structure[/FONT] [FONT="][/FONT] [FONT="]Red Ramp/Shot Gun[/FONT] [FONT="][/FONT] [FONT="]Top Red Ramp/ Main Path[/FONT] [FONT="][/FONT] [FONT="]Gold Lift[/FONT] [FONT="][/FONT] [FONT="]Back Gold Lift/Initial Spawn[/FONT] [FONT="][/FONT] [FONT="]Gold Sniper[/FONT] [FONT="] Gold Snipe Spawn View 1[/FONT] [FONT="][/FONT] [FONT="]Gold Rock Path[/FONT] [FONT="][/FONT]
looks beautifully aesthetically, love how you have designed it all terrain,and colour both pieces and surroundings you got a dl
hmm first pic i didnt know what to expect from overview but i simply love that middle room in pic 5. i would maybe suggest making a lower level to the map, such as an underground tunnel. and that walkway in the last pic doesnt seem to quite fit? but everything else looks great