The Bunker, a medium sized map with lots of thought and work put into it. (Gametype here: CQB) One of the Main spawns in The Bunker, there is another just like it in the other base. On the left shelf(door) lies two magnums, an SMG, and later in the game, an assault rifle will spawn next to it. On the right shelf lies a spiker, a plasma rifle, and two plasma pistols. On the floor, there are two frag grenades, two plasma grenades that spawn a minute later into the game, and two spike grenades that spawn at the same time as the plasma grenades. There is also a Power Drain, which spawns every minute(starts at beginning); a deployable cover, which spawns two minutes into the game; and a bubble shield, which spawns three minutes into the game. In the fence box, there is a sniper(spawns every three minutes and only has 1 spare clip) and a teleporter leading to a sniper post above the courtyard. To the left of the room is a path leading directly to the courtyard as well. (due to my SDTV, I couldn't fit it into the picture) Tip: You can also shoot at the courtyard and the other base's fence box through the fence as well. _____________________________________________________________ Where the flag spawns in The Bunker. Also in both bases, although there are slight differences in the actual room. A regenerator spawns on the floor every minute. A battle rifle also spawns on the floor every 30 seconds. The box serves as a safe respawn area and a hiding spot to catch someone trying to get the flag by surprise. There is a path leading out of the room to the right. Tip: The br doesn't have much use beyond the courtyard, as most weapons when used right will outgun it at any other range. _____________________________________________________________ Where the bomb spawn and plant points are in Assault. It is also the same in the other base, except that the other base has a turret that is in asymmetric gametypes only and doesn't respawn. The hall leading from the flag room and main spawn room to the courtyard. It has a shield door protecting the entrance. You can also spawn inside of the hall. _____________________________________________________________ The middle of the map and part of the courtyard. Tip: you can hide on the A sign and drop down to assassinate someone when they carelessly walk under it. _____________________________________________________________ The sniper post above the courtyard. get to it by entering your main spawn's teleporter. A two way teleporter leads to and from the sniper post. there is a wall separating each base's sniper post. the fence wall can be shot through, so there isn't much cover except for by the teleporter. (Couldn't be put into the picture because of SDTV) Tip: There is a br in the flag room that can also be used effectively from the post. Tip 2: You can also drop down from the post and get directly to the courtyard. Tip 3: If the sniper is shooting at you, you can flush him out with a grenade or shoot back at him through the fence. _____________________________________________________________ Away from the courtyard are some spawn points, weapons, and cover. It also serves as the starting point for the zombies in infection. A plasma pistol and a magnum sit behind the dumpsters and fence wall. In the left room is a spawn and a spiker and magnum. to the right is a spawn, a plasma rifle and frag grenade, and in Infection is the starting point for the zombies. On the middle dumpster, a Shotgun with no spare clips spawns every 3 minutes. This serves as the power weapon of the map. Tip: If anyone tries to camp behind the shield door or in either of the small rooms, flush them out by throwing a grenade over the shield wall. Tip 2: Try to get that shotgun before the other team/any enemies. if you're lucky and don't get killed, it can mean 8 free kills for you or your team. _____________________________________________________________ The courtyard. It is the most open area of the map and will most likely be where the most conflicts happen. In the courtyard, there is an entrance and exit from both major spawns, a sniper post above, a fusion coil over to the right, a spiker and frag grenade to the left of the bridge, and an SMG and frag grenade to the right of the bridge. Tip: Watch out for the sniper posts, as you might get sniped or killed if you are too careless. _____________________________________________________________ Hope you enjoy it, as I spent lots of time working on and testing it. Hell, I spent lots of time taking the pics and typing all of that.
Hey man this is a good map but it could be a little neater than it is.Don't get me wrong,Im not saying its bad but it could be a little neater. Good map though and its fun. No offense when I say it can be neater.Im just trying to help you
i agree with star it looks like a well though out map, but the forging could be neater. try making a V2 with some interlokz. you could have a 5star map after that and a little testing.
Yeah, I admit I skipped some merging in areas because it wasn't needed. I fix that a little later. Thanks for the feedback.
This map would benefit from some interlocking, geo-merging, some layout clean ups, and some overall neatness. A lot of the bumps in the ground hinder gameplay massively. Once you fix that, the map will be much better. 'Till then you get a 3/5 from me.
Actually, look at the fence walls on the sniper post and the wall for the Attackers base near the objective. Although yes, I will tidy it up and maybe add a way to tell the bases apart(Like A and B signs be replaced and put to show) EDIT:Have the map almost fixed, just need a little more work.
Care to be a bit more specific? I mean, what would I geo-merge and what problems were there with the layout(Although I have changed the middle and I closed off the objective points in the Edit so far)?
Woah, from the pics, I really can't say I have gotten a really good look at what this map actually is. I mean, I know its competitive-duh, but, almost all your pics are close ups, and its not letting me see the map for what it is. All I see right now are a few random things in my perspective. I don't know how to get around that unflowingness <-- ROFL w/o a pic that shows it to me. From what I see so far, w/o the aid of an overview, it looks pretty sloppy, and some of the structures just don't make sense...
Thanks, I'll make to to keep that in mind when I take pictures of the fixed version I currently have near completion. Although it'll have to wait til tomorrow.
Just a Heads up, I have the actual map revamped and complete. Now all I need to do is get it set up for all of the gametypes, replace the spawn points, and test it after that. Does anyone want to help test it? I finished the map as far as I know and now all I need are some people to play test it with. Any takers?