Basejump

Discussion in 'WIP - Works In Progress' started by muflapjackie, Feb 11, 2013.

  1. muflapjackie

    muflapjackie Promethean

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    Map Description:
    " Battle on a multi-leveled, competitive map nestled in the mist, dirt, and jutting rocks of the lower ravine."

    Supported Gametypes:
    Slayer (Infinity to pro), Capture the Flag , Dominion , King of the Hill , Oddball , Regicide , MLG

    Gamertag:
    muflapjackie

    Optimal AA:
    Made for all, but Thruster & Airborn Preferred

    CLICK HERE FOR VIDEO PREVIEW - YouTube

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    DOWNLOAD "BASEJUMP" @ MUFLAPJACKIE FILESHARE
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    Note: Gameplay is the only thing that does this map justice. It's fun, especially with Thruster and Jetpack for first timers.

    Created, Designed, & Balanced by: MUFLAPJACKIE

    - Created from scratch in forge, starting with a blank Ravine map, $0.
    - Special Thanks to Hybrid Vash & Hybrid ZK7 for their help testing and their input.
     
    #1 muflapjackie, Feb 11, 2013
    Last edited: Feb 14, 2013
  2. AssaultCommand

    AssaultCommand Ancient
    Senior Member

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    TBH it looks really sloppy, but that might just be the screenshot's quality and the angles you took them from. I really love the idea of a central spire in the ravine like that though, it's something new that I've not seen before :D
     
  3. muflapjackie

    muflapjackie Promethean

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    Accidentally POSTED this in the forge thread instead of the done map thread. My fault. Moderator, you can delete this thread because i reposted it in the right room. My fault. Thank you.
     
  4. unrivaled20

    unrivaled20 Promethean

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    this could be kinda cool except for the fact that its completely unplayable and the forging is very sloppy. you could also get a higher jump on impact
     
  5. muflapjackie

    muflapjackie Promethean

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    unrivaled20

    As you have not played the map, your comment is VOID. The map is HIGHLY PLAYABLE and HIGHLY TESTED to be playable. TWO PLAYTESTERS, Hybrid Vash & Hybrid ZK7 were constantly testing throughout the build and relaying their input and feedback, not to mention pointing out unevenness and imballance.

    Really, your comment just slapped us all in the face unjustly.

    :::: 12 of us were playing an EPIC game of Dominion on it ::::
     
    #5 muflapjackie, Feb 12, 2013
    Last edited: Feb 14, 2013
  6. ArionSHFL

    ArionSHFL Promethean

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    I think the sloppy comments comes from looking at the structure. The structure isn't symmetrical and looks lopsided, but that may be intended, i'm not the one to say. I for one LOVE this idea for two reasons. One, I have a map built in the ravine as well, and two the idea of it being vertical is pretty sick imo. So many people build a generic arena style map, but this looks interesting and different.

    Good job man.
     
    #6 ArionSHFL, Feb 12, 2013
    Last edited: Feb 12, 2013
  7. muflapjackie

    muflapjackie Promethean

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    Thanks man, I really appreciated your comment. The funny thing is, mostly everything is as strait as an arrow, especially the center tube lift which took forever to make and keep strait with rotational degree locks and magnets; moreover, its put in the exact midpoint between the two structures on the bottom. The pics were poorly taken at weird angles because none of us have a capture card. Believe it or not, the center piece is very symmetrical, given the fact that we had to cover the glass window handle bars to make a clear drop in all directions - i.e. nothing was sticking out that snags you on a long drop.

    The Red and Blue spawns maintain the exact same buildings, structures and pathways. Working with the natural nooks and cranys that stick out caused us havock because maintaining symmetry becomes all the more difficult. But where one side has an advantage, we gave an advantage to the other side as well, and working with the "natural" structures makes the map more fun to look at and play. Most importantly, from red spawn and blue spawn which are on diametric sides and located in the middle level (we realized a bottom or top spawn would keep the fighting zoned on one level), you can access all 3 levels without using the center grav lift or the counter diametric/bidirectional transporters located on the first and 3rd floors. In other words you can get to the top floor, middle floor, or bottom floor from your spawn. Access Access Access is what we ran into mid way through the build. The transporters are not, and I repeat, are not annoying, which you find out after playing the game. As the structures became more complex and filled up the space, we made it so that if you make a wrong move you don't fall to your death, hardly ever (for this kind of hight and multi-leveled depth).

    The fun part is going into the center base jump lift and having battles in the "dueling tube" which it is starting to be called. If your sensitivity is lower than 6. You will be outmatched. Moreover, well timed airsasinations are a very cool and opportunistic goal for duelers.

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    Edited by merge:


    I uploaded the basic blueprints. From the video, you can see that there are a few aspects that only 3D imaging can see.
     
    #7 muflapjackie, Feb 14, 2013
    Last edited: Feb 14, 2013

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