The map if it had bonsai trees. @Duros and tom pl0x Spellbound is an asymmetric, dual-atrium map designed for 2-6 players. It is set in a cascading forest grove, filled with spirit-like trees, winding grassy paths and mossy platforms overgrowing ancient forlorn structures (which are not on the map yet because muh cobblestone). It also has ghetto waterfalls and deathpits, which you will fall in a few times. Spellbound has been my pet project for a while. When I started this map, I wanted to create something artistic, geometrically unique, and incredibly fun to play and replay, with dynamic encounters reminiscent of old school arena shooters. I wanted to see if I could piece together everything I loved about multiplayer maps in a way that challenged my creativity and problem solving. The core behind the design was for every single inch of the map to look like a painting. I haven't gone to town on the visuals just yet, but the art seems to be going in the right direction. Middle Atrium (borrowed the fins from @IKYLEIZBEASTLY) Blue Atrium + Speedboost "Pink" The jump rock by the receiver (i know it's ugly right now, don't worry). OS Spawn That Teleporter Tho When it came to designing the gameplay, the foundation was based around the act of spiraling around an atrium to get a different angle on a player above or below you. I also wanted the design to allow players to dictate the pace of the match depending on which area they favored more. I struggled for a while to capture the essence of this gameplay, along with the necessary visuals to help me envision the rest of the geometry; therefore, I would end up putting the project on hold for a few months until I had fresher ideas. I decided to revisit Spellbound after the April update and the first order of business was to focus on one thing at a time. Since the majority of the map is natural, I wanted the pathing to feel as organic as possible - to find the order in the chaos of a natural environment. Building the map while playing FFA games on it in Forge helped me to flesh out a natural design. With the knowledge I had accumulated since the map's inception, I was able to streamline it to offer more predictable, consistent and well-rounded gameplay. With the new gameplay also came a new art direction, aided by the variety of foliage options now available to us. I chose the name Spellbound because it represented not only the [somewhat confusing] S shaped paths on the map, but also its fantastical appearance. To achieve that, there had to be a strong otherwordly visual in the center of the map. Once a couple of trees went in there, I finally began to see the map. (I still want those bonsai trees though.) The core of the map started feeling pretty tight last week, and all I've wanted to do recently is play the damn thing. I want to know if this is the direction to continue in or if there is a fundamental flaw that I am overlooking, so all I can do is throw it against the test of time and see how it holds up. So far, it's gone mostly well, and I've adjusted a lot based on feedback. While the middle of the map has almost always remained the same, the blue side has changed numerous times and it is likely to see additional changes as the gameplay becomes more understood. The following individuals were instrumental in shaping the design of this map. You guys have taught me so much. @SoloXIII for helping with the initial concept @Demption for helping with red spawn @Xandrith for helping with blue spawn @MultiLockOn for helping with lines of sight @SH1FTY for helping with art and initial playtesting @Box_Knows for sticking around for most of those tests and shitting on me every single time @Sethiroth for being a sleep deprived mentor with his foot up my ass to finish the map Whatever becomes of this design, whether I see it through to the end of end up putting it aside again, I've enjoyed my time working on it. At this point, I'm ready to begin some hardcore testing to see where it goes. If there needs to be sweeping geometry changes or overhauls to some areas, then I'm prepared to go the distance. Its essence however captures a lot of what I wanted in the design, so I'm coming forward with it because the overall shape seems to be set in stone. Speaking of stone, I'll be adding additional structures to the map and replacing some of the temporary ones following the next update. The bulk of the tests from now on will focus on issues related to spawn balance, weapon placement, sight lines, player orientation, flow, area of denial, pacing and performance. All of these elements are incredibly crucial to how well Spellbound will play - and make no mistake, gameplay is as much of a priority as the visuals to me. Therefore, I will be putting a tremendous amount of time and effort into polishing the map up to my own personal standards. Spellbound (BETA) is available in my bookmarks. As always, any feedback is welcome and appreciated, whether you have or plan to play on the map or simply run around in Forge.
Its been a blast seeing and helping you with this project from the beginning. I always knew you could create something memorable. Cant wait to take my foot out your ass so I can put it in my own.
OK so I thought of something that I have no idea if it's possible or not, but have you considered using lights of some sort of make the white trees red like you wanted? I mean I bet you have, and it probably didn't work, but if you haven't you should look into it. It would be really cool if it worked.
This map has come a long way. I'm always down to help test some more, but It's gonna turn into a sweaty lobby
Hahah, painting the Destiny tree into your map. Nice. Loved playing on the map even though my pk'd life is real whenever I do. Haven't played your recent changes though, I'll 2v2 with ya if I'm on!
Added a Speedboost + sneaky ledge to the blue atrium to give it more play. It also blocks some sightlines into Blue from Beam Rifle spawn so the room is safer now. A common complaint of the initial design was that the dominant strategy on the map was to control the other atrium. Moving the teleporter into Blue, giving it strong defendable positions with limited sightlines, high ground over Beam Rifle and OS and now a speed boost makes it a lot more secure. The other side of the map is better, but ideally I want this room to be used to set up and plan a comeback, like how players on Lockout slowly change positions to regain control.
Will definetely take a look tonight. I saw some versions of this already but I'm that guy that has very little knowledge about what makes a map a great map so I have no feedback for you what so ever, only a huge compliment for the layout, the aesthetics and the big deal of effort you (and more guys in this thread) put in your projects.
I appreciate it. The aesthetics aren't up to snuff yet but I have some ideas. Fable wasn't really an inspiration, but am trying to channel as much of the fantasy vibe as possible. Perhaps i'll look into that game to see if it gives me any ideas.
This looks like something out of fable. The aesthetics are amazing and I'm sure the gameplay runs well. I'd love to get into a test lobby for this
An update for this week: I'm exploring an alternative design in an effort to encourage more planar variation as far as combat is concerned. It feels like the majority of the encounters happen across the top 2-3 levels despite there being 6 elevation changes on the map. It was my intention to have a bit more vertical combat on the map and these sightlines are on similar planes, therefore I'd like to push these interactions further. i do not yet have an ETA on when those changes will be implemented, although it's possible they'll be on an entirely separate version. Testing for this one may continue nevertheless; however, i'd like to focus my efforts hereafter on the potential of the map conceptually. This will also hopefully address the issue I have with the map's visual weight and rock ceiling.
forgot to post this last time. my intro and outro cameras http://xboxdvr.com/gamer/A 3 Legged Goat/video/16880205