Map Title: Artifact Intense Slayer for 2 - 6 Download Map Description: After preliminary testing of the Forerunner artifact (Log no. R-17) proved fruitless, it was brought back to Earth, catalogued, and stored for later investigation. However, upon coming into close proximity with an appropriate amount of scrap material, it began constructing ideal, albeit unorthodox infantry training grounds. 2-6 players recommended. This is an intense, smooth flowing map, geared towards Slayer, with tons of unpredictable angles, twists and turns, and tricky ways to escape your pursuers. 3 levels to battle on, natural cover spots, and a secret or two if you like to explore. It's been tested and iterated ad nauseam, and should provide a polished, tight CQB experience. Feedback is welcome. [img width=800 height=450]http://img91.imageshack.us/img91/2486/21590414fullar9.jpg[/img] ii [img width=800 height=450]http://img91.imageshack.us/img91/5273/21590330fulljo6.jpg[/img] ii [img width=800 height=450]http://img182.imageshack.us/img182/4001/21925476fullxl1.jpg[/img] ii [img width=800 height=450]http://img156.imageshack.us/img156/3899/21926556full2py6.jpg[/img] ii [img width=800 height=450]http://img106.imageshack.us/img106/4687/21927757fullik7.jpg[/img] ii [img width=800 height=450]http://img183.imageshack.us/img183/5250/21926010fullqy9.jpg[/img]
Re: Artifact - Intense Slayer idk if u posted maps before this one looks really clean. Your map though looks exactly opposite...From the pictures provided it looks like you rushed this map and randomly placed stuff,although some of the stuff does look smooth and organized. The next thing is that please not to try to take the pictures in forge , it makes the map look less appealing. Also the spawn points look like very few of them and like you could easily get spawn killed. You should also try to interlock objescts. such as the corner walls in the first picture. More pictures would also be nice of the gameplay more alike
Re: Artifact - Intense Slayer Cheers on that, I've posted once before Duly noted about the forge pictures. There is a lot more spawn points not in those pics, as well. Give it a try, enjoy the randomness of it, that was intentional. Intersecting objects is solely for gameplay flow, unfortunately in order to get the flow I wanted I had to sacrifice aesthetics a bit. I'm wishing for curved surfaces!
Re: Artifact - Intense Slayer i've played it and never once been spawn killed. when there, the map is a lot larger than one would expect. it's not as obvious to find your target as you would expect. there's a radar jammer in there and it comes to good use. the spawn points are well placed. it does offer intense game play. There are 3 levels in this map so finding your target can be a bit of an arduous process. the weapons are placed where they would be needed. no sniping though, this map makes up for that with a lot of down to the wire close combat. i was quite content with the amount of grenades on the map as well as the addition of a firebomb. it looks chaotic but when you're running through this map you'll find that it's quite fluid. there is no short supply of varying dominance locations; whether you're camping with a shotgun in a dark corner or lunging at an enemy via grav lift, you can do it all here. everything you'd expect from an indoor map and more.
Re: Artifact - Intense Slayer This is messy for aesthetic and not exactly a well thought out design for it to be competitive. I'm not sure what your structure is intended to be but you should decide whether you want to clean this up and make it an aesthetic or rework your design so it would fit competitive games.
Re: Artifact - Intense Slayer I'm think this map looks sweet. It looks like you just made a bunch of funky areas and weird angles, but there's nothing wrong with that. In my opinion, all great maps contain areas where players can encounter each other in many varied ways. I call it, "encounter variability." Maps with it don't get old as fast, because you're always killing/getting killed in a new way. This map looks like it has a high level of encounter variability. Also, I love how you made a funky, nonsense map but then crafted the Forerunner artifact story. Which came first, the story or the map idea? Finally, good work using the phrase "ad nauseam" into the description. I'll download it.
Re: Artifact - Intense Slayer looks like a forge monitor pooped and this is what happened. jk man. haha. i like the abstract look of the map. FFA slayer would of course go great with it. i like how ther is always gonna be a different way to kill someone on tha map. great job.
Re: Artifact - Intense Slayer Don't listen to critics who complain about this map being too messy. Messy is good with this map because of it's obvious organic style. Just like when people complain about my map being "too open" I think, "Duh, openess was the point." Some players are too set in their ways to see that some variety can be a good thing. If this were a map of buildings, where the walls and ceilings weren't aligned properly, then I would complain.
Re: Artifact - Intense Slayer Glad you got where I was going with this map! To answer your question Furious D, the story and design came about at roughly the same time, mostly to give me complete freedom with the object placement. I reasoned that the Forerunner would need quickly improvised troop training against an unpredictable enemy, so the the designs could be as random as I needed them to be. I know exactly what you mean about encounter variability, it was definitely one of my goals although I had not yet as named it
Re: Artifact - Intense Slayer Furious D, "I'm think this map looks sweet..." I thought better of you. jk.
Re: Artifact - Intense Slayer Oh teh noes! I disappointed Plasma! No reason to live! [/sarcasm] Just kidding. Everybody has their own tastes. I got a chance to check it out in Forge mode, and it looks good. I'll know more after I get a chance to play on it, but there were no glaring problems or anything.
Re: Artifact - Intense Slayer When you created this map where you going for an abstract / messy feel? Because that's the feeling I get when I look at it, messy and abstract. An on top of that there seem to be little thought to what scenery you've used and where you've placed it. Have you heard about the interlocking technique? I'm sorry if I'm coming down hard on you but keep in mind that it's just based on personal preference.
Re: Artifact - Intense Slayer Very cool, I hadn't heard about the interlocking objects technique, but I will definitely use it in the future! Although, with this map I intentionally went with the "messy" look, because it suits the theme of it. Even if something looks completely random, I've actually spent hours and hours making sure it plays smoothly. Pretty soon you stop noticing what it looks like and get caught up in the killing
Re: Artifact - Intense Slayer This map looks crazy. I'm sure it would provide many frantic battles that are awesome. Good job, but it needs a little bit of a tidy up. Oh and change the thread title to only the title of your map, and to avoid further posting errors, read the rules here. Forge on. - Brute Captain
Re: Artifact - Intense Slayer I thought competetive maps are supposed to be like all strategical and stuff like that. Nothing against the map but, I didnt exactly find the map that competetive.