Cherrywood Inn; a small 2v2 or 2-4 player FFA map Power weapons: Sniper rifle Grenade Launcher Shotgun Magnum (placed as PW for ZB) UPDATED: Adjusted spawn times on weapons Revamped spawn system Ditched repeaters Added plasma rifles Cut back DMR spawns Added KoTH, Headhunter, and Infection support Pulled OS (it was just too much) New screenshots: Spoiler Shotgun taking the place of concussion rifle (which replaced the FRG) One of the hills for KoTH (no all of the hills are not on actual hills - just the one) Original Screenshots: Spoiler UPDATE: New screenshots: New rack for sniper rifle Improved the hotel balcony (sniper spawn/lift) Added teleporters Added room off lower hallway with teleporters And swapped FRG for concussion rifle Also added teleporter near GL spawn, swapped 'jet engine' style man cannon for grav lifts, removed a couple minor weapons, and tweaked aesthetics here and there. Feedback very much appreciated!
I love people who take an elegant map and totally redo it to create an entirely new map. I think such maps are some of the most aesthetically interesting. This map is no different. Great job!
Nice, reminds me of Refinery made on Boneyard. I'll download and give some proper feedback. Okay, I'm back. The first thing I noticed when loading up this map is how tight it is. It's not necessarily a bad thing, not at all, but you have a Sniper with a spare clip and a Fuel Rod Cannon with two spare clips. The sniper may be al'right with no spare clips but the FR is just too overpowered on such a small playing space. I also think you need to cut down on the total amount of weapons on the map, There is 14 weapons all together which is to many, try deleting the 2nd Spiker, 2nd Plasma Repeater and 2nd Magnum. They aren't really needed when you cant dual wield. The walls you have added to encase the walkways work really well. I love how you have utilised the way you can use the gap between the walk ways and the inside wall to throw grenades etc down below. I can imagine it being a key aspect when playing 1v1 and 2v2. I think the man cannon is definitively needed. But, it is really distracting having the bright light of the Cannon man, human. If you want to keep the sound of the man cannon, but not the bright light try placing a normal man cannon in its place and the human map cannon just behind it, so the light doesn't effect the map. Likes: -The gaps between the walkways and inside walls -The use of crates to make it extra CQB -The small layout Dislikes: -The Fuel Rod Cannon and Sniper ammo -The amount of weapons -The glare of the man cannon
When I saw the thumbnail pic it didn't register in my head that it wasn't a Forge World map, and I jizzed at the thought of being able to forge something like that. Looks interesting. Will definitely check this out.
For some reason I thought some modder got lost on the interwebz and posted a mod of a PC game in the forge forum. Haha. Regardless, its nice to see something that isn't FW Gray. Can't wait to get the new maps.
*facepalm* Didn't realize I left the ammo at default on the PWs Second spiker is just there as an aesthetic feature - if you grab one you get the other too as ammo. And umm - where's there a 2nd magnum? I placed the one in the middle of the map, but I don't recall placing another lol I'm glad you noticed that Brilliant! Can't believe I didn't think of that! Thank-you! Looks like I've got some editing to do
This is kind of cool, but it'd be better if it were actually made in Forge World, not just a sanctioned-off part of another pre-existant map. I guess it's pretty cool in that sense, but it just shows that maybe you didn't put a lot of time into it.
No, he put time into it. he hates the forge world gray like most people. Can't download for awhile, but send me an invite to Elite Warrior5
This looks... Beautiful. However, remove BOTH Plasma Repeaters(they're worthless), remove the Fuel Rod and add a Shotgun with one spare mag as central Power Weapon. Oh, and a Concussion Rifle would be good too.
Updated map - new screenshots and map link have been added to OP. Swapping the grav lifts in changed the functionality of the lift slightly, but I think it's an improvement. I tried to fix as much of that bright white glare off the various metal surfaces as best I could. Anybody know any good tricks for that? Only seems to be a problem with the items that are unique to Breakneck's forge palette. At least it's worst with them. Particularly the human door (made of corrugated steel). Opinions on the teleporter set-up would be much appreciated. I'm always hesitant to use teleporters, and I didn't really want to here, but I felt more routes would be beneficial. I pulled one spiker and one repeater, but I can't find that extra magnum. Must have missed it when I was clearing off the original map. I set the sniper to 0 spare clips, 120 sec respawn. I'm not exactly sure how that will work depending on match size, but it should be sufficient. I considered adding a shotty in in place of one of the other PWs, but it feels like it would be a bit overpowered in such a small space. Opinions on considering a hammer? Thank-you all for your feedback - you guys are awesome [br][/br]Edited by merge: Oh, let me know if anybody gets and frame-rate issues. I tried to keep it nice and clean, so I'm hoping it runs smooth for everyone. I haven't tested it on a split-screen yet.
This looks great the whole feel of it reminds me of Halo 2 more than breakneck itself. Looking at these pics gives me a sense of nostalgie especially that last one for some reaon. But kudos on the great map. This does kind of remind me of an old Hlao1/2 map which is great in my books (Those maps were great) I'm loving the lighting around the teleporter, you've made it so it kind of seems natural with the surroundings. Well done on a great map a definate download
Oh - random after-thought; swapping the lift didn't help much with the glare, and opinions/suggestions would be much appreciated regarding the little hill in front of the paired teleporters. I wanted cover there, but I didn't want to make it difficult to cross, so I settled for the curved hill. Not 100% on it.
Anybody have any frame-rate issues? I'm a little worried about the balcony (sniper spawn) area. I've noticed the particularly "glare-y" areas seem to resolve into higher detail if you look at them for a moment. Not sure how that will work out in-game... [br][/br]Edited by merge: Updated OP - map looks nice and smooth for 1v1s. I'm working on assembling a group to try 2v2 on it. Not many friends left playing Reach any more. Overhauled everything. Miles better now.