Truth Created by [user]Zaharias[/user] Recommended Players: 2 Required Gametype: Smackdown So some of you may remember truth; a big map with a lot of style. When we first stepped onto it, we were in awe of how atmospheric Zaharias had managed to make Truth. It was almost tranquil, moving throughout the corridors and caverns of the map. The air felt cool and damp, the sand squished through toes and pools of water lapped softly against some alien structure. Truth has an atmosphere like very few other forge maps; one that goes beyond just simple aesthetics. Let's be frank here though, it was too big. Undeterred by our qualms and moved by our feedback, Zaharias returned to the forge to bring us the Truth that stands before you today. Tighter, leaner and more refined, Truth now pushes players into more frequent battles, yet still retaining its calculated pace and its atmospheric elements. You can still gaze from its watery vistas, still send a sniper spiralling into the abyss, still contest the (now) camo hidden amongst a rocky battleground and, of course, still teleport through the coolest looking teleporter ever! Truth is leaner, meaner and still a really nice spot to chill with your friends... after you've won your match of course. Congratulations to Zaharias for showing what hours of effort can really accomplish and for making one of the coolest maps to hang out on. Enjoy it, guys, it's asymmetrical. Download Truth Smackdown Rules Smackdown FAQ
It's good to see another community map posted! I haven't checked out the refined version, but I remember the original albeit a little big was very fun. So I'm sure this is even better The sandy theme also looks absolutely gorgeous. Congrats Zaharias, well deserved.
I love the theme, I love the name and I love that the community maps aren't done yet! There are two things about the map that slightly bother me, they both don't affect gameplay though so it shouldn't matter. Too many awkward angles, that's my first minor complaint. The banks are merging into each other in such a way that it doesn't look very clean. It is a very refreshing idea to make a curved hallway like that, but with the textures we're given in reach's forge, you just can't make a curved hallway without having all those awkward angles showing on the floor. Another thing, again in the aesthetics department, is the way you merge multiple pieces together to make a weird looking piece. The sniper spawn and the teleporter (I think that's a teleporter) are made out of too many pieces. It's not necessary to have 3 objects to hold a sniper rifle up, or having a teleporter that doesn't look like any other teleporter i've gone through. Just my opinion though.
Well done, Zaherias! Glad to see more community maps in this contest, its too bad I'm not participating in the combat.
I played the **** out of this map with a few people and I loved every game. 'tis a shame I'm out of the tourney because I would have really enjoyed a tourney standoff on this bad boy. On another note, the atmosphere of Truth is amazing! It feels serene and strangely dreamy. Overall it's definitely my favorite map in the tourney. Great job Zaharias.
Great job @ Zaharias. I agree with what chrst said about the original version, but you seem to have fixed that nicely. I'm glad that you kept the interesting opening
I'm gonna have to disagree with most of this. Making a curved hallway is admittedly very difficult but I think he has done really well here. In fact probably one of the best I've seen. I think the banks were placed really well. Going with 2x2 banks was a perfect choice because of the dark color. Its much less noticeable. As for then sniper spawn, I do see what youre saying. Using more than 3 pieces is overkill, if its a 4v4 map. But thats the beauty of 1v1 maps, you can do so much more without the risk of framerate. Making unique pieces give the map so much character compared to dropping the sniper on one recognizable piece just for budget and convenience. Same goes for the tele. I'd rather see a new take on things than just a run of the mill teleporter. But again if this were a 4v4 map I would agree with you, but its 1v1 so I'd rather see something fresh. Not trying to start an argument.Just adding my $0.02. By the way, congrats Zaharias! It looks great and well deserved!
Sand, the new trees of Forgeworld. Brilliant looking map, too bad I've been eliminated though. I would have liked to play it in a competitive atmosphere.
I like the theme of the map, it seems new and original, compared to the other maps I ve seen. I like the windows in the second pic, do you mind if I ask how you did that?
I don't actually like this map as much as some of the others. The scenery is all good and well, but I just dislike the layout overall. It doesn't feel like I can control the flow at my own pace, it seems like I'm almost forced to play in a particular style which isn't how I like to play. I do agree the atmosphere is fantastic, and I do like the tactical jumps with the bridges that lead around the curved corridors, but, I don't know... I can't put my finger on why I don't like it, I just don't. It's the little things that cause me to lean against it; like having one shot in two grenade launchers in the random tunnels, having the starting points so close together for no reason which highly restricts options at the beginning of the game, and having active camoflage placed in a location that reveals your position from footprints... I think the teleporters would have been more effectively used if they were two-way as well.
148s Grenade Launchers with only 1 grenade in them makes me cry every time. It should be spawning every 45 seconds or something if it only has such a low amount of ammo. Also, it's incredibly unclear that the teleporter sender node is actually a teleporter. A pillar with a light on it doesn't exactly scream teleporter if you ask me.