Still working on a name for the map. Once I name it I'll get it tested by the Guild soon, after a few of my own tests. This map has been rebuilt about 4 or 5 times and has been through symmetry changes, aesthetic and theme changes and lastly a total relocation of the map. Relocating the map to the coastline was definitely worth the hassle. It gave the map some color that the skybox couldn't offer, and also freed up some doors, windows and walls to allow me to use more tunnel, shorts to create the room based map I originally wanted. It was a serious headache trying to get it to fit just right in the coastline though... Without having too much of a terrain difference. Anways, pictures. Will be submitting the map in a few days, maybe a week or so. The Middle Room. It's basically a swastika, with four brace larges connecting four different rooms on the second level, and four rooms on the bottom level. An outside view one of the rooms. Both tunnel, shorts and the window lead into the same room, orange. Inside orange room. There are 5 ways in an out of this room and it is identical to yellow room. Snipe Room. The map will be undergoing a few minor aesthetic changes and maybe a few other changes as well. I am thinking about trimming the map down a bit, it is currently huge. A friend of mine put it into perspective, saying that it used the same space that Trident does. The map is intended to be a 4v4 map, but 5v5 plays great. We'll see how it turns out after I trim it a bit though.
map flowed pretty well, map was kind of confusing but thats only a minor problem. I would need to play more to give you better feedeback, as other issues are unknown to me.
A swastika, why would you mention it !? Besides that, I don't see any probs, clean forging and nice aesthetics. Great job NOOOOOOOCH.
What's wrong with saying the word swastika? Come to think it, it's not really a swastika anyway... It doesn't have the little arms on the end. It's more like an offset plus symbol. Currently re-working the layout and cover.
Looks good so far. I like the layout/shape. I wouldn't worry too much about it resembling a swastika since the symbol means different things in different contexts anyway. Does the central room have any frame rate issues cause it looks like it's pretty large and has a lot of pieces in view?
I'm not worried about it resembling a swastika, I only used the word to convey the imagery of one. There's no frame rate issues in the central room. Since the map is room based, you never really see more than a third of the map at once. It also holds up pretty well for split screen, but I am still running tests on the map, so I can't be completely sure just yet. Still re-working the map and experimenting with different LoS and weapon set up. The four 1x1 tall and thins in the first screenshot are gone... For now.
Hey Noooooch I think the changes have improved the map's aesthetics tremendously and made the rock structures much more natural and less out of place. Just something I want to mention is that the overly thin doors from room to room make it extremely dangerous to move from one room to another. This led to an abundance of standoffs followed by excessive grenade spamming. Expanding the doors should resolve the issue.
I personally like that feeling of danger when breaching one of the rooms and the standoffs between doors. Most of the map has medium to long range sight lines, and the doors break that feeling up big time and add a fair amount of CQC to the map. As for the grenades, well, not sure what to say. There are only 4 grenades on the map, total, and I'm pretty sure I'm gonna keep it that way. Choke points are always spammed with grenades, always. There's plenty of room to back off from the doors if you don't want get nade spammed. I'm not dismissing your feedback though, I know players have their own styles, and I want to cater to a majority of players. I'll be watching the doors and looking for an alternative if more players complain about them. Thanks for the feedback man!