This is a 1v1 map that I plan on making implemented with a custom gametype. I plan on the outer ring being the main routes while the center is just connections to flank. The center is the highest point, but it's rather open and easy to access. Some areas will have long LOS, such as the sniper location to act more of a risk reward. I have some of this already forged and I plan on continuing. I'm not really sure about weapon locations and wouldn't mind some insight. I hope to get some forge photos up soon. ^^^The initial plan was two lifts like a Quake map, but after some testing, it's not completely reliable. So I'm trying a lift to tele system.^^^
Glad you fixed up Bottom Mid. Couldn't tell WTF that was down there. Looks like its gon be good. Will like to see more as it starts coming along.
Looks amazing man. I like that you're taking the time to plan out a map, instead of just throwing them out there. I'm looking forward to the forge photos, because to be honest I haven't seen any good 1v1 maps yet.
Finally, we're starting to see some decent 1v1 maps. I'm glad you spent the time to sketch-up your design, it shows you put a lot of thought into it. I have to say it looks like a nice layout so far, I'm just a little worried about the disjointedness of some of the upper pathways. Spoiler Those green areas are all dead ends between those upper walkways. They need some type of connection. It's also a fairly safe place to camp in those corners, especially so in 1v1 scenario. My only other complaint would be Damage Boost, it's pretty OP for a 1v1. This may sound strange, but what do you think about replacing it with a Speed Boost? It could be used to quickly cut off players trying to escape. I dunno, just a thought. I had considered using it in a map of mine but haven't gotten around to testing it out yet. It may be interesting see how it works in a 1v1! Solid looking design so far, Longshot. Excited to see how this turns out
Yay, more 1v1s. I like the looks of this, Longshot. The layout looks pretty damn solid from what I can tell. I believe it would improve the flow were you to place the yellow sender and reciever nodes on the very end of their respective platforms. For example, the reciever would be more beneficial should it be placed in such a way where players can pick up the boltshot as continue moving along the intended path. As it is now, players will either move the the left immediately to get the boltshot, than turn around completely to avoid hitting a deadend or jumping down the ledge. Regarding the layout, I dislike the lack of hard routes to the topmost level. With the gravity lifts giving away your opponents angle of attack constantly, I feel like that part would be very easy to control. I think opening up the reciever side of that level and placing sniper where the damage boost currently is would benefit as a player could retrieve it, go through the sender node undetected, and have some good lines of sight on the aforementioned level quickly. That all may be unnecessary, but I think you should include some kind of counter to that. Of course, I can't say any of that for sure without playing it first. Let me know when your finished, I'd love to get a game on here.
Glad you made that one lift a bridge, and the new speed boost thing should be interesting. Looking good, mannnnn! Edit: Also, DAmp is gonna be overpowered in a 1v1. There should be some serious risk in getting that. Edit II: Those dead end things Dax was talking about... 2 of them are Longshot's staple, like, "ledges," one has a sender on it and the other two are, first off, ways up to the top, and second off, possibly was to draw people away from the top. And I agree with what Auburn said about the receiver and the boltshot.
Lol, and that changes things how? I wasn't suggesting he change the whole ledge, just some minor fixes to discourage camping. Something like this: Spoiler
So a little update. I made the bottom lift left to the damage amp(first picture) to a ramp to have a hard surface to access the middle. The Damage is now a Speed Boost thanks to idea by Dax. I'll send the Receiver1 to the end of it's path so it's a fluid movement for the boltshot. With the ledges that Dax pointed out, I don't really plan on changing the 1x1 wide ones becuase they're a small space. The Sender1 area might have it's wall taken down to a railing size ledge. Things are up in the air on how gameplay will truly work. If things are overpowered or campable, it will be changed. One a little note, since for now there will be speed boost, I will making a special structure or jump that only speed boost is able to get a top of to add more effect to it.
Yea, adding more connections up top was just a quick thought, I didn't mean to sound like I was saying they wouldn't work I do however still think you should do something with those 90 degree angles on the ledges though, even on the smaller ones. It honestly wouldn't take much work at all. A 1x1 is still big enough for someone to camp behind. Moving the receiver to the end of the boltshot ledge fixes that one though, very nice idea. Can't wait to see the progress Love this idea.
Agreed on bottom left one, which he changed now. Top right provides a bit of cover over there from the boltshot walkway. And neither of them are really "campable." They hardly have an advantage on anything. I'll agree on the sender one.
Personally, I don't see the problem with any of those smaller ledges as camping them would be extremely uneffective, hahaha. The only reason I could see them even being treversed is if there were grenades or some weapon at the end. The only problem I have with the top right one is the means of which to get up there. With it only being accessable by lift, I don't see it as a viable angle of attack. I would much rather walk the extra distance to the sender and not risk exposing my location. Another effect of the limited ways there is the limited amount of LoS on that position. If anything, that would be where the camping happens methinks given it also has a view of detenator spawn. I think the same applies to the boltshot ledge, although to a lesser degree. In general I like this though. Although it hasn't been out for long, there has been a lack of solid 1v1s since Halo 4 was released.
I never said they would be effective, I'm just saying it's possible for someone to sit on the ledge and wait for someone else to walk through the doorway right past them and then get a cheap kill. Most of the people who play this won't use that tactic, but there's always going be that guy who takes advantage of it for a cheap kill. That's why I hate walking through doorways where there's a corner ledge right next to it. Guess I'm the only one who gets that feeling though, haha Not trying to make this into a huge problem though, overall it really does look good.