Simon's Labyrinth Simon's a computer, Simon has a brain, you either do what Simon says or else you feel the pain Simon's Labyrinth is a map I put together with the intention of being 1v1 sized. I't a bit bigger than I expected, and the teleporters make it feel even bigger than it is. Forged in the tunnels of High Noon, CQC is a significant part of this map. In light of that, I've place two sniper rifles (120 sec respawn, 0 clips), one at either base, magnums, plasma rifles, and grenades. Classic chaos. No radar recommended. Here are some screenshots, but due to the nature of tunnels, you really need to run through it to get a feel for it. Spoiler Red Side Red base Red lift Red bottom / Green teleport Blue Teleport Yellow/Green Teleports Spoiler Blue Side Blue base Blue/green hall Blue Teleport Green teleport Edit: I've decided to keep this map up as a 2v2 map, and publish the expanded version as a new map altogether, seeing as it's almost twice as big and the direction of flow has changed completely.
I knew that some day some one would use those envious chambers for a maze. It was only a matter of time. So does the maze only go though the tunnels or do you have some that goes out side? This is a good concept but I feel like all you did was block off the entrances and put teleporter and that supper gravity lift. But I give you props for venturing out into unknown Territory, that is what I love to do, go where no one has gone before. For that gives you allot of courage. And I can not judge this based on what others have done. So this is the best map of it's kind. "One Small step for Man, one giant leap for Man Kind" Your Aquatint, Charles J. Stoot. "It is Luck that you failed"
*grammer ***** allot=to divide and distribute (I.E. you were allotted 4 tons of courage) a lot= a large amount (I.E. that is a lot of courage) In any case I love the concept you have here, sectioning off the corridors to create a twisting, winding maze reminds me very much of Chiron 34. with that, I do see some things that could be made better, as you only utilized the corridors of the map, I feel that you could have done something more with it, perhaps creating a custom room using those fancy blocks that 343 gave you.
@Charles - it's all in the tunnels. I see where you're both coming from - it's not like I put too much energy into the structures (although it was quite a bit of work getting them all pretty lookin) but I feel the aesthetic that the visual continuity brings is worth the simplicity. The hallways give a few nice medium-long sightlines, and unless you want to do a team game bigger than 2v2, I think it's a nice comfy size. I've forged a few maps like this (as you can see by my fileshare) and I'm used to getting called lazy for recycling developer structures like that. Doesn't bother me. It was still plenty of work putting the spawning system together, and maps don't have to be intricately complex to be fun. In fact, that usually just causes screen lag, right? Any opinions on the name/theme or weapon placement? Those are the things I worry about. [br][/br]Edited by merge: I started making changes, and then overhauled the map, and ended up with what is essentially a totally different map. I still like this map though, so I think I'll post the new one separately. If you notice some similarities, that's why.
Hey this is actually pretty cool, it's good that you didn't put any shotguns or energy swords, I feel whoever had this weapon would win on this map pretty often. I really like the visual aspect of this, it actually gives you that sense that its underground with chambers, once I get more LIVE, I'm def. trying this one out.
@Shik Yeah between the corridor layout and the many teleporters, anything that can instant-kill at point blank will absolutely dominate. That's why I felt Sniper Rifles were appropriate. Takes a bit of skill to no-scope somebody as they walk out of a teleporter, and keeping the sniper in a small room puts the player at a disadvantage. I figured that was the best risk/reward scenario. I recommend using a gametype with reduced melee settings too to put the focus more on gunplay. AAs don't exactly work great on here because jetpack is useless, AL is massively OP, DS would be annoying, sprint and evade aren't really necessary as the map isn't huge and increased movement speed feels more natural, AC would wreak havok, and even hologram would be a bit OP with all the teleports. Anniversary Classic works quite nicely. The 3sk magnum's range works great in the tunnels, and the kill-time suits the average distance to cover.