8-12 Players Kobol

Discussion in 'WIP - Works In Progress' started by A R C A S I U S, Sep 3, 2013.

  1. A R C A S I U S

    A R C A S I U S Promethean

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    Hey guys!

    I've sort of been out of the forging games for a few months but im back now :) I've been working on this map on and off for a few months trying to get it perfect and I believe i'm close to doing that. It's a symmetrical map with a lot of verticality. Party size id recommend is about 8 - 12. Anymore than this and gameplay will be much too hectic. I see this playing 1-flag, koth, and 4 v 4 slayer strongly however im yet to test this. You can download a version of the map without spawns or weapons in the link above just so you can get a better feel for it ^ just ignore z-fighting and the lifts don't work 100% yet. Feel free to leave your thoughts in the comments.

    Cheers!


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    #1 A R C A S I U S, Sep 3, 2013
    Last edited: Sep 10, 2013
  2. Squeak

    Squeak Promethean
    Senior Member

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    I remember this map :) will definitely have to give it a go!
     
  3. HissingWings

    HissingWings Promethean
    Senior Member

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    I really like the tiered area in the back of the map
     
  4. A R C A S I U S

    A R C A S I U S Promethean

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    Thanks guys, see any flaws design wise?
     
  5. Zandril

    Zandril Promethean
    Forge Critic Senior Member

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    I do think that the triple doors are unnecessary. Talking about the teleporter frames. Maybe just one entrance that's as wide as twice the width of two teleporter frames.
     
  6. RageMage

    RageMage Promethean

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    I love this map! So crisp, so clean, so original, it's a woah sort of map im surprised this thread hasn't got more hits it's amazing. Just definitely fix that z-fighting yeah? It is absolutely shocking in some points. Also the building with the two lifts inside feels a tad empty in the middle, I saw very limited budget but any chance of working something in there to block the line of sight from tunnel to tunnel?
     
  7. Fauch

    Fauch Ancient
    Senior Member

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    I really like the architecture of this. Anchorage has cool original architecture too.
     
  8. A R C A S I U S

    A R C A S I U S Promethean

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    Yeah I'll play around with that, I just wanted it to look more structured and realistic in the sense that it had normal sized doorways. But ill much around and see what else I can do :p
     
  9. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    I actually think the tunnel to tunnel line of sight in the bottom lift area should be wide open. Those tunnels are a well protected route to a power position, so I don't see anything wrong with leaving players exposed when they reach the lift area.
    My main concern is where you are going to put your power weapons to encourage movement in Slayer games. With how exposed the bottom bridge is, I really think it's an ideal position for a power weapon. The low end of the map, between the trees is another obvious choice. It looks like you've built the lift room to hold a power weapon on the bottom between the two lifts, but I'm really iffy about putting one there with such a quick route to the highest elevation on the map. I suppose it depends what you would put there though. Sniper would be a bad idea, imo. You don't want someone grabbing it, lifting up, and then not moving until they're out of ammo. Something like a Speed Boost could maybe be interesting there since it should promote movement. The courtyard area in front of the lift room is also a possible power weapon location.
    If you can get the weapons positioned right, I can see this playing fairly well. I'm talking mostly about slayer. Other gametypes should be fine since the objective will drive movement around the map. KOTH/Extraction could be pretty interesting on here.
     
  10. A R C A S I U S

    A R C A S I U S Promethean

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    Hey man thanks a bunch for your feedback. I definitely agree the lift room needs to be rather open for the reason you mentioned. As far as weapons go, the bridge below was 100% going to be the main power weapon location simply because it is such a neutral yet exposed position. I do feel that this map needs a sniper or maybe even two with smaller mags, but they will most likely be placed on the lower half of the map so as not to be overpowered. My main issue now is do I go infinity settings or competitive settings... I could make it for both however I don't like the idea of releasing two versions of every map I make it's tedious and unnecessary.
     
  11. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    Yeah, making 2 versions of a map is a pain in the ass.
    I always gear my maps towards competitive settings, just because I personally find them more enjoyable. I guess my argument for setting it up for competitive play would be that a map setup for competitive play can still play well with Infinity settings, but a map geared around Infinity settings will generally not play well with competitive settings. Ultimately though, you should probably just set it up to play what you personally enjoy playing.
     

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