Schism (With Screenshots)

Discussion in 'WIP - Works In Progress' started by DPS Sundown, Dec 13, 2012.

  1. DPS Sundown

    DPS Sundown Forerunner

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    Working on a newer, freehand map for contest submission now dubbed, "Schism". This is a diagonally faux-symmetrical CTF/Slayer map, which is a custom creation of mine off of an old Reach design. I never pulled it off, as the pieces just.. never seemed to fit. I had the idea to re-imagine with the impact tunnels, and I am very happy with the results.


    Schism features a three-level central structure with access routes which connect both "bases" and the two side areas. The top, directly accessible from the bases, and from both sides via a trait-zone jump and a gravity lift (which I will get to in a moment). The middle of the main structure also connects the two bases at an obstructed angle, from the main level. This level also serves as the central hub, which drops down to the terrain level (Gold, Bottom mid). On this level is also the access points for the gravity zone (orange) and gravity lift (purple) mentioned before, each on opposite sides of the map, both with access to top mid.


    The terrain level which runs completely underneath bottom mid (Jump accessible, of course) and all of the main access points of the base. This also houses a valley/rock garden which connects to a tower housing the aforementioned gravity lift. Each base acts more as a defensive area, rather than a structure and uses terrain to establish height/sight advantages, none overpowering.


    The most recent version can be found on my file share (Master Sundown).

     
    #1 DPS Sundown, Dec 13, 2012
    Last edited: Dec 17, 2012
  2. eating lunch

    eating lunch Forerunner

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    This map looks great! I doubt you have the budget left to do it, but I think it would look better if it had a roof over it.
     
  3. DPS Sundown

    DPS Sundown Forerunner

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    I actually have plenty of budget and pieces left. I debated a ceiling, but it made the map so very dark. The pictures & theater are much brighter for some reason (no rendered lighting?)

    If your worry is escape, rather than aesthetics, that has been made impossible. (HLG veteran... :D)

    [br][/br]
    Edited by merge:


    Uploaded BETA v0.8.

    Brief Changelog:
    -Fixed top kill boundary/Trait zone
    -Fixed uneven structures causing large bumps in top mid and blue base
    -Fixed Respawn Zones to only apply during CTF matches.
    -Fixed trait zone properties and sizes to the jump ups.
    -Added small ledges to prevent falling behind rocket/lift tower.
    -Added additional respawns to each base.
    -Moved Flag location to promote different routes.
    -Enhanced visibility of mid lift zone from top and bottom.
    -Removed Herobrine

    [br][/br]
    Edited by merge:


    0.9 Stable Update

    - Fixed some sloppy forging / minor alignment issues
    - Fixed issue with red initial spawn and flag floating above ground.
    - Fixed blue flag stand not showing issue
    - Moved Sticky Detonator spawn to promote movement.
    - Decreased spawn chances at Rocket tower
    - Added "Purple" color & light to "Rocket Tower"
    - Changed top mid structure to cut down on cross-map sightlines.

    The next update will include a minor/major spawn overhaul, after running into a handful of minor issues in the most recent playtest. I will also be experimenting with lowering/replacing the snipe towers behind the bases. Flag spawn will be moved to promote additional flag routes.
     
    #3 DPS Sundown, Dec 14, 2012
    Last edited: Dec 14, 2012
  4. Kazerra

    Kazerra I Beat the Staff!

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    It's nice to see the Station pieces used effectively, instead of them being used as a stupidly long tunnel. They do look nice incorporated into a centre-piece.

    I like the design of the map - I think it'd make for some very interesting games. There doesn't seem to be any unfair vantage points, which is good, and there's plenty of height variation to mix things up a bit.

    Lol.
     
  5. DPS Sundown

    DPS Sundown Forerunner

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    Massive v1.0 Update!

    - Map Renamed from "Crashsite Delta" to "Schism".
    - Sniper Towers replaced completely. Much more accessible sniper nests take their place, with a much more controlled sightline.
    - Main base redesign. New back wall design. New symmetrical flat area for spawn & objective. Additional cover on main ramp.
    - Color added to define various areas better. (Green:Top Mid, Gold: Bottom Mid + Terrain, Purple: Gravity Lift tower + halls, Orange: Back gravity zone, Red + Blue: Bases.)
    - Ledges added to prevent user error behind purple tower.
    - Sniper spawn platforms added to each base, adjacent to orange halls.
    - Complete spawn system overhaul. CTF Away Zones fixed, All respawn zones fixed for all other game modes (Removed).
    - Gravity areas adjusted to better visual notification and functionality concerns.
    - Power weapons adjusted. Snipers moved to new platforms, Sticky Detonator moved to bottom orange.
    - Top Mid (green) central structure changed. It now features two towers, and a breakable dominion shield. If broken, a sightline from sniper nest on both bases is available. 15 second item respawn.
    - Faux terrain (rocks) adjusted to smooth out certain areas, and replicate others (helping symmetry for terrain)
    - Gravity lift adjusted fixing an issue where players would occasionally miss the jump.
    - Added spawning and objectives for Extraction and KoTH.
    - Fixed small bumps in bottom mid.
    - Adjusted trait zone/kill zone. Trait zone now takes effect before hard kill.
    - Adjusted soft-kill zones.
    - Fixed HLG spot.

    New screenshots and a video will be added shortly.

    [br][/br]
    Edited by merge:


    First post updated with new screenshots and gameplay video

    [br][/br]
    Edited by merge:


    re-uploaded the video after fixing the encoding issue. check it out and leave me some comments/likes/etc!
     
    #5 DPS Sundown, Dec 17, 2012
    Last edited: Dec 17, 2012

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