Pyrex Pyrex is an asymmetrical map designed for competitive gametypes and 2-8 players(preferably the AGL or Unity+ settings). It plays very well with 2v2 slayer, and 4v4 koth. I have yet to test the map with anything else so if anyone could help test Pyrex and get some games on it, it would be much appreciated. The map is also still in beta stage, so any feedback would be appreciated as well. Weapons: Sniper Rifle(120s) Overshield(120s) Battle Rifle x5(10s) DMR(10s) Frag Grenade x4(30s) Plasma Pistol(90s) Boltshot(90s) Lightrifle(90s) Pulse Grenade x2(30s) Screenshots:
Welcome to the Hub, this map layout looks incredibly sick. Great vertical ratio, LoS, and dividing up of areas. Did you get inspiration for this, draw a layout, or just came up with it in forge? Also loved how you mixed the rock in with the actual structure.
Snipe location looks new and much better than the last one. Liking the rock slope in the last pic instead of the three ledges. Never figured out what that red extraction light on the ground was in our game although I'm guessing it was for some kind of minor weapon? Apart from that, the map was almost too free flowing. It felt like there were routes everywhere. A couple of those pillars going up to nothing looked a little strange in game, so if you could put a roof over some of them (notably at top blue) that would be good. A roof would also make nading top blue much easier. If you could, leave a small window between the wall and the roof to throw nades in from top red. I think that would break some of the almost-stalemates we had.
Thanks. I got inspiration from guardian and the pit although it may not be apparent. I wanted top red to be the main attraction sort of like snipe tower was on guardian but the flow seems to even out across the entire map. I have an "outline" I did before I started forging the map on google sketchup. I can upload pics of it too if you like
The extraction light on the ground is where the red teams flag spawns in ctf and is the exact centre point in the hill that spawns there. It is also where the second extraction point is. I am thinking of reducing the amount of flow like you said because a few others said the same thing. Also, I will try to add a ceiling of some sort over blue and add a window because nading blue was a little tricky
No need to post anything, I just like to hear how people come up with their ideas. The design looks very solid as a whole and no area looks lacking. I'm sure there could always be a lot of tweaking like stuff Spin stated about adding stuff to balance out the top areas but I don't think they look all to powerful. I really like how you sectioned off areas and added plenty of routs from all angles and heights. All the slight height differences keep things interesting and fun. I definitely saw some Pit inspiration from the beginning. I see this map playing well with all gametypes and when you can pull that off you've done something great. I'm recommending a feature, great job man.
Why is it there in slayer, then? Also, if you could add some kind of ledge / jump that players could use to cross from top red over the big door without exposing their head to snipe shots, that would be cool. Would reduce top blue's dominance over the red side of the map.
Thanks alot Fenix Hulk, it really does mean a lot to me. And Spin, I can make so it does not spawn there is slayer if it poses a problem and im not exactly sure where you are talking about
This map looks stunning. It definitely looks like an enjoyable 2v2 map. I'll be downloading this later.
Thanks, it does work pretty well with 2v2 and 4v4 but there are still some changes that I am currently making to improve the gameplay
Newer version is in my fileshare. - added a roof over top blue - added a small window at top blue so that it is easier to nade - added some segmentation to red street and moved OS to that area - moved the sniper slightly closer to blue - Expanded blues spawn area a little bit - moved blues initial spawn back slightly - slightly improved spawning Sorry, heres the DL: http://www.halowaypoint.com/en-us/p...&details=c1a36eb7-e39d-4904-8ae8-cae40b66bb72
Wow, this map is impressive! Considering this is one of your first posts you've got a bright Forging future ahead of you! I love your blend of nature with man made structures! I'll be giving this a walk-through sometime this weekend. -Hydro
Thanks man! Im trying to create asymmetrical maps that play really well with competitive gametypes like Guardian did