Created by Big Boy 2013 Overview After the posting of my first map on Forgehub, XBattleStageX, I have come up with 3 other maps, Concave, Judgement Day, and finally, XBattleStageV2X, a complete makeover of XBattleStageX, with plenty more interlocking, better weapon placements and timing, and even geomerging. The link to XBattleStageX is in my sig, and so are the other maps. Gametype This map is meant for 2-team games, including Slayer, Territories, CTF, Assault, Oddball, but KOTH would not work good on this map since it is a very small map. The best game for it, XBSV2X, the tweaked version of XBattleStageX's XBSX. The main idea of the playtype is: Everyone only gets ten lives, with 150% damage resistance, but once you are damaged, your shields do not regenerate. Either charge the enemy, hide behind walls with the shotgun, or play it safe and snipe, while throwing power drains on your enemy. Spawn kills do not work, once you respawn, you get 5 seconds of invulnerability, but so you cannot kill enemies outside of your base without getting hurt, your speed is 50% and gravity 200%. The first team to exterminate all the other players on the opposite team wins. Map Description The map is a symmetrical tiny map, and meant for 2v2 - 5v5 team games. (3v3 is best, not to crowded, and plenty of people.) The bases have a shield door in front of the respawns, but there are two respawn sides so spawn killers will normally not be able to spawn kill. Above the bases, there is a sniper perch with a sniper rifle and a power drain, which can be both very deadly in the battlefield. There is a tunnel linking both bases with a shotgun in it, for those who like to hide and sneak upon the enemy. In the middle is a large wall blockading both sides , with plenty of cover, and the deadliest weapons on the battlefield, the plasma grenades, sentinel beams, and firebomb grenade, which takes around 60-90 seconds to respawn. Also in the middle is the bubble shield, for even improved charging capability, to keep sniper rifles temporarily useless. The roof is slightly open, to give a stadium like feel, but yet being just the right amount of cover. V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V_V PICTURES (For some reason, some of the photos take a bit to load. Just give it time.) ^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_^_ This is the best overview of the outside of the map, which looks messy, but hey, who cares about the outside appearance? As you can see, the roof is cluttered with open spots. This is the left spawn side, (I did not show you both sides, they are exactly the same) with a battle rifle and assault rifle, for those who charge to quickly pick up the weapons and go. And here is the right hand side spawn in the red base, with a battle rifle and an assault rifle. There is also a magnum in the open box. Later, the pictures will show you the overview of the base to give you more of an understanding.This is the blue base, (Defense,) with the sniper perch above for picking off chargers, and a dumpster near the B sign that leads to the shotgun tunnel. You can now more easily see the magnum, and the sniper rifle on the perch. This is the red base, (Offensive,) a basic mirror image of the other side. This is the picture of the sniping perch, (Only showing one, which is the same as the other.) with a door and window for cover from chargers, and a sniper rifle and power drain on the sides. To get up here, there is a teleporter in the base. The part of the arena nearest the tunnel, with the large wall and door perch for shotunners, and frags to thrown into the battle. On the weapon holder atop the wheel spools is the firebomb grenade. (Again, the other side is the same.)This is the arena part farthest from the tunnel, with plasma grenades, a bubble shield, and a sentinel beam underneath the window panel. (This gives a glimpse of how small the map is.) This is a closer view of the arena side above, showing clearly the sentinel beam that must be crouched for.This is the whole map with a roof, showing a better overview of the bases, the wall, and the middle. This was taken from the attacker's side. After the map was unroofed, this is the sniper spot with a much, much better view of it.This is the picture of the tunnel entry on the red side. After passing through only one open box, you are already at the back of the tunnel, with the shotgun. Taken from the blue side.This is the whole entire battlefield, without the roof, showing the wall and that both sides are the same for those STILL SKEPTICAL. And lastly, this is one of the bases completely open, with the box and roof removed, showing the main layout. Please enjoy, and comment any changes to be added for when version XBattleStageV3X comes out. Link in sig will be up in a minute. Links Download XBSV2X Download XBattleStageV2X
Beautiful map. Interlocking has to be used on maps like this though. Looks very nice without, but with the awesome map glitches like interlocking, this map will look awesome and worthy of a feature. Get what I mean?
looks...umm....wierd (IN A GOOD WAY) very symmetrical, yet has the feel of an assymetrical map...i like it....if theres gonna be a v2, remove the shiled doors...no-one likes campers.....4/5 from me
umm i like the merging but more geo-merging would have beeen nice also the merging you did do looks kind of sloppy so maybe focus on that aside from that though your map is uh decent i give it a 3/5 no DL
the roof does look sloppy but the inside is amasing! i really liked the layout of it! it looks fun for slayer! i'll dnld this too!
Ok! Thx! And I should have maybe added a picture of the roof from the inside, it looks less sloppy from in there.