Description: A while back, I created a map with a similar layout as my previous 4v4 map, Archive. The aesthetics in this map were outstanding! Unfortunately, shortly after finishing the initial version, the data got corrupted, and the map was lost. Atone is an attempt to utilize some of the aesthetic concepts i learned while creating my unnammed map and adapt then to a new and far more competitive layout than its predecessor! The basic layout for this map is a figure eight pattern, where the middle is broken into levels. Naturally, the high traffic areas are the upper and lower middle sections. The upper mid tends to be used more during slayer games, while the lower mid tends to be used during CTF. Weapons: 1x Rocket Launcher 2x Concussion Rifle 2x Shotgun 2x Needler 4x DMR 4x Needle Rifle 2x Assault Rifle 2x Plasma Rifle 4x Plasma Pistol 4x Frag Grenade 4x Plasma Grenade Ideal Player Count: 8-10 Supported Gametypes: Team Slayer, Capture the Flag, Assault, 3-Plot, KOTH, Stockpile, Headhunter, Oddball, Territories Map Preview: YouTube Video Screenshots:
This map actually reminds me of Rat Race a little, so I guess it's a good thing I loved Rat Race. I do really like this map though, especially the one hallway with the half closed doors, or are those meant to be something else? Either way, overall, this looks like a good map, it has my download. Keep making great maps!
I love the aesthetics of this map! I may be a little biased because of the doorway design (see Unconquered) And I love how you added to it. You're showing a lot of really great design sensibilities. You should add me on live I would love to forge through this map with you at some point. Atlas
I like the idea of the multiple, different-colored tunnels. The simplicity, yet scenic quality, along with its nice symmetry, makes this a very nice map. Great work.
Lucky me, I have played a bunch of matches on this and it's totally great. I would put this into MM if i was at 343.
Aesthetics and simplicity. Yes. Very nice. It has a great mix of close quarters combat and long LoS areas. I can't find anything wrong with it. Great job
This map is absolutely brillant, I love the "enclosed" feeling of the map. The architechture on this map is really good too and you a great job of picking which forge pieces to use. Just watch having too much cover with the brace-larges and other objects. It plays great from the video!
So you did post this here. I remember testing it a few times with you. The biggest problem I remember was that the top center hallway just turned into long range grenade spam and DMR battles with the occasional person using armor lock to advance through. The biggest cause seemed to be that almost everyone spawned on one end of the hallway or another and there were no entrances to the middle of the hallway, only the two drop down exits. That ended up making gameplay stagnant to the point of WWI. There was so little movement in fact that when on two different occasions I had to leave the game for a few minutes I didn't die. The first was sitting back with the rest of my team in a nook to avoid grenade spam from the center hallway, and the second time I was sitting just above one of the dropdowns after having used armor lock to get up there. It just shows how few people get into the central hallway. Just adding a lift to each one of those drop downs should be enough to break the stalemate, and spawns could be weighted with respawn zones to make fewer people spawn at the ends of the central hallway.
From what I can tell from the pictures the map looks very nice. The rocket pit reminds of a sandbox crypt map. It's on the tip of my tongue. Ah, nevermind. I'm not sure how this would play though, but like pyro said, it would probably turn out slightly better than the battle of Passchendaele. You should add another flank route to the center of the hallway, or, like pyro said you could add a lift there.
To taco and pyro: thanks for the feedback, though i have tried many variations for access to the top mid. Ramp systems, lifts, etc. And they all prove to seriously break the flow of the map. I think the strict division seems to help travel times and player movement by forcing team decisions. As for the spawning/spaming the top mid: you 'may' have played an older version, the last bit of testing was focused on encouraging more equal travel b/t top and bottom, i chose to release the map because i felt it was a healthy balance. I will admit that slayer games tend to focus more on the top, so that could have been the reason. For now, keep looking for solutions to this, Once again thanks for providing constructive feedback, now i know where to focus on. YB
I don't comment on very many maps, don't feel the need to on maps that don't make me jealous of the fact that I didn't make it. But i'm for sure jealous of this one. I love what you created here. The feel the map gives is just simply awesome. Very well forged with many creative aspects. Good Job!
I remember playing this map once with you, Able, Kanggo and some other guys several months ago. I really like it, especially since the game was so close. I believe my team barely lost I don't know how I only find the thread now, a few months after release, but yeah I'll definitely DL this sometime. Great job!
This is quite the gem you have created here i have played a few games on this and just love the look of being inside a ship. Keep up the good forging.
Well, here I am again.. I know I claimed that the previous version was the final release, but with the CC's calling for TS/Arena maps, I took the liberty of rennovating the map here and there. Minor spawn work, as well as a slight expansion in the top midle area. Additionally, I have made budget cuts here and there to account for these additions. Gameplay forthe most part has not been drastically changed, I just wanted to offer one more option for cover, considering the long sightlines I was dealing with. Pass or fail in the eyes of the Community Cartographers, this is the last public update I will make for this map. Hope you all continue to support this map as you have previously! Many thanks, -YB