Close Call - V1.01 The close-quarters combat skill, of Voi's local Guard garrison, doubled after the completion of this training facility. Click Here to download the map. Details - Designed for 1v1 combat (with 10m Radar), 2v2 team games. This will also accommodate 4 player FFA games. - Set up for: Slayer, King of the Hill, Oddball and Capture the Flag. Weapons/Equipment 1x Bubble Shield 1x Rocket Launcher 1x Mauler 1x Covanent Carbine 2x Battle Rifle 2x Plasma Rifle 4x Plasma grenade 4x Frag grenade 2x Firebomb/Incendiary grenade Introduction Basically i started messing about in foundry with the idea of building a small 1vs1 map which was totally off the Foundry floor. I began building and got the point where i had the main corridor and stairs completed, but i was at a loss what to do. I then drew up this plan: From there i built out the 4 rooms and generally it took shape, growing from a 1v1 map to being able to cater for 2-4 player action across a variety of games (well ... a small variety). Layout As in the sketch, there is a Main Hallway with a raised platform in the center and stairs at either end. A rocket launcher spawns on the ground after 2 minutes (with no spare clips) and on the platform above is a Bubble Shield. The idea was to counter the RL with the Shield, as you can't fire the rockets from within the bubble, but coming out to do so leaves you vulnerable to attack, seeing how the area is so small. On the right of each stairway is a Battle Rifle. The path which crosses the main hall leads to what you could effectively call the 'bases' although they aren't set up as such. Another raised platform holds a Plasma Rifle, and there are some Plasma grenades as well as a solitary Incendiary grenade available nearby. The lower level in each room leads out to the bottom of the stairs at each end of the corridoor and continues into the smaller Teleporter rooms. The teleporters simply switch you between the small rooms at opposite ends of the map. Two frag grenades occupy space here, as well as a Mauler in one room and a Carbine in its opposite counterpart. Each 'upper level' is easily reached with a simple jump, as are the raised platforms. In King of the Hill, the hill is either designated as the center of the crossroads in the main hall, or the platform above it. This also serves as the spawn for the Ball in Oddball variants. For CTF, the flags will spawn on the back half of the big rooms and your drop off point is in the open container just along from it. Images View looking down the main hallway. Update - The fusion coils are now gone from most images. View across the main mallway. Looking across one of the 'big' rooms. View from the opposite side of the above picture. Looking into a teleporter room. Another view of the teleporter room above. Bubble Shield action! Obviously, this being my first map, i would love feedback and pointers on where i may have gone wrong. Also some testing results from other peeps who aren't me and my idiot friends Also, I would like to thank everyone at Forgehub for putting up some mighty tutorials, without which, none of the interlocking or other techniques would have been present. Hope people download this and enjoy it UPDATE!! - I've removed all of the fusion coils that were grouped together and now only 2 or 3 remain on the map in spread out places. Hope that stops people being deterred ...
Re: Close Call Wow this is a cool looking map. I like the feel of it by the pics, so well done there. I'll download it when my disc decides to work again.
Re: Close Call Looks kinda compressed but neat by the pictures. My download is full but I'll download this when I empty all the other junk.
Re: Close Call Nice looking. Too many fusion cores in one area for me...it doesnt take much skill to kill someone by randomly spraying one of the 4 cores I see in pics 1 & 2. Maybe its just me though. I like the idea of a 1v1 map. It looks well put together and the sketch is a very nice addition.
Re: Close Call Thanks for the comments people has anyone played on it yet? I'll create a revision later on today with less fusion coils. I'll replace them with Barrels maybe.
Re: Close Call Looks nice man.. Tho I have to agree with the comment about the fusion coils. Looks like way to many in 1 spot for me. I do however like the sketch, it does a great job of giving a good layout of the map. Decent pics as well. I'll DL and see what its all about.
Re: Close Call thanks When me and my friends played it didn't really seem to hamper the flow of play. I guess we were just messing about testing the spawn points and such, but there weren't an over-abundance of fusion coil deaths. Either way, i'll remove them this afternoon.
Re: Close Call Looks tight in some spots. And it alos looks like you interlocked alot which I like so ill go and DL.
Re: Close Call Looks real good man. I need more small maps for when me and my buddies play and we only have 3 to 5 people. Definitely looks like it will be fun.
Re: Close Call I already DL, good work. I can't wait until I get some people to play with. The interlocks are very clean and it looks like you put a lot of time and effort into aligning everything.
Re: Close Call Im going to have to take a good look at this one, it looks incredibly well put together.
Thank you for noticing yeah, i spent a good few days on and off getting everything aligned and getting the pieces placed correctly.
surprised this made a comeback... how rare ... Tinginho - yeah, if you read the bold UPDATE text at the bottom of the OP, then you'd see that i have, in fact, removed them.