Here is an idea that just popped into my head. Have not had time to research it. So if this is already a map that has been made then sorry. I DID NOT STEAL THE IDEA THOUGH. here is a really sketchy quick picture i drew up in paint: -the gray area is not used in the map. -the yellowish area is the cliffside "also not used" -the red lines represent barriers. "you can shoot through them, but not cross them" -the blue area is the only parts used during gameplay. -the green circles represent teleporters. -the arrows represent the movement between teleporters. The idea was to create a small map from a big one using the widest area possible. I wanted people to have snipers and BRs or something so they could shoot from base to base. Although the teleportes would result in campers and alot of assasination. You could make it four teams with no teleporters constantly shooting across. You could even put one teleporter in each base all two ways on the same channel to create confusion. I dont even know if this is a good idea because I have not tried it, but anybody can use it.
you might want to think about making a small area in between each base. It doesn't have to be in between in spatial terms but, you could put one in an offset area of the map, just so It isn't exactly predictable when someone will come out of a teleporter, good idea tho, I thought of doing something like this on sandtrap, when I originally got my hands on the game but found that I had too little materials
Interesting idea. It's definitely worth pursuing. Few notes of constructive criticism: The mid sections of the longer hallways (left and right hallways on the bluerpint) rise and lower making it immpossible to see from corner to corner. This could be avoided by adding raised sections of the corner making it possible to see over the "hump" in the middle of the longer hallways. But by doing that you would have to raise your barriers. Another fix to not seeing corner to corner would be to add "blue" sections to your playable areas. Like so: Teleporter Camping: Have the exits to the teleporters raised in midair so when someone exits they will launch a short distance. Of course camping would still be possible, just harder to pull off.
Soviet is right. You won't be able to see from one corner to the other across the long hallways. Someone could still do it with only the short hallways though. However this sort of thing wouldn't require a lot of Forge skill to pull off, and I'm looking for more of a challenge.
Stolenpoo - If you want some help forging this idea hit me up. I'll be on all weekend. Edit: What would you use that you can see though but can't walk though since you don't have fence walls? I mean without lowering gravity or limiting your HUD too much. (i.e. tiny holes)
That is why I would like some help. Really I was looking for som1 to just take the idea but I would gladly help.
So now you're helpin' me? It's your idea. >.> If you wind up helping me we're going to have to make it all communist style though.
I'd suggest a bridge turned sideways and placed on it's edge. Of course, a bridge on it's edge would be taller than you, so you'd have to tilt it toward you a little. Then you'd need another one or a floating box or something so you can't jump over it. The result would be a wide slot to look through. I think there are only 8 bridges, so you could do both short hallways. One bridge above the slot and one below means two bridges per opening.
Indeed you could. You could also creatively implement the concret barriers for the other hallways. The more I think about it though the less it seems like it's going to work.
Yup, and the result is pretty much a snipers match where you can teleport to your enemy. It would probably get old after a game or two of it, in my opinion anyway. But keep those ideas coming!
~in response to the teleport campers~ how about making the teleporters all one channel... that way it's random where you'll come out... no way to predict where someone is going... plus it'll add another level to the sniper game, as it won't be so incredibly easy to sneak up on a sniper, you'll just have to cross our fingers and hope you come in behind him...
It won't matter where the teleporter goes. It has to come out somewhere. If I camp a receiver node on a random channel, someone will come through eventually. I can just sit there behind the tele with my thumb on the assassinate button.
This looks like it would be fun for a four way CTF, one flag in each corner. It would be a lot of fun, and chaotic.
you could just veto the teleporter idea comepletely and have snipers. It would resemble an idea im working on in foundary