Of the Essence -by Gunnergrunt 1000+ downloads! Description Of the Essence is my entry in the ConquestForgeoff. To better understand the layout of the map, I have posted a rough pre-sketch of the map (below). The map follows a basic S pattern, with each team spawning on a different end the the S. Each side is balanced and equal. The central territory takes the shape of an elongated octogon with ramps leading up from each side. The central territory has "bulletproof" windows to allow a view of the other team and they make their way to the middle (formed by the natural, invisible barrier of the stairs). It also gives players on the outside an idea of what awaits them in the central territory. The other territores reside in depressions to obsure lines of site. The map takes on the classic reverse-tug-of-war style of gameplay. Of the Essence is best played with the Conquest v3 variant. Sketch By request, I have included a picture of the map without any walls. This should help you get a better idea of layout of the map (complete map further below). Weapons* and Gameplay 4 plasma rifles 4 spikers 2 bruteshots (no spare clips) 4 SMG's 2 plasma pistols 2 spike grenades (20 second respawn) *total number of weapons on map. Each side has half of the total number of weapons placed. Of the Essence works very well with the standard conquest gameplay. It functions well with games from 2v2 to 5v5. (My personal preference is 4v4 which seems to provide the most fun). The main battles will take place fighting for the central territory, but once it is cleared out, battles shift to the second next territory. The fight does not progress to the "spawn" territory often, but if it does, players will then be forced to spawn in a double box off the side wide which gives them enough advantage to repel the attackers. The bruteshot are placed on a higher elevation between the first and second territories which enables it to be used at full effectiveness in clearing out enemies. Spike grenades are placed just before the ramps into the central territory. If thrown onto the ceiling of the opposite ramps, the grenade will stop anyone from entering the territory. It is also useful in damaging enemies around the corner from the central territory. Spike grenades have an increased respawn time to prevent them from becoming too heavily relied on. The dual weapons are placed in the three sections of each side of the map, evenly. Pictures Bruteshot spawn Respawn territory Alternate respawn box Second Territory (A side) Bulletproof windows (view inside Central Territory) Ramp leading to Central Territory Central Territory Central Territory (bulletproof windows on each side) View from Ramp Bruteshot Spawn leading to Second Territory Overview of B side Respawn/starting area (leads to alternate spawn box) Spawn Territory Action Shots Fighting for Second Territory Defending the Central Territory Fighting at Respawn Territory Video (not mine) http://www.youtube.com/watch?v=lcqXcXeTDdg [SIZE=7]Download[/SIZE] Conquest v3 Conquest
looks awesome, great interlocking and very original looking for a conquest map. i'll download after I make some room in my custom content.
wow im sure this map will inspire a lot of people and hopefully expand the creativity standard for conquest maps. I really like what you did here and suprisingly i cant find any real flaws with the forging. maybe if you could edit the post to include a more detailed layout of the map so i can tell where each picture has been taken from. and sorry, i can't take part in the poll yet because I like all of these things ill have to get back to you on the spawns 5/5
This actually looks like a really good map and I am impressed. you have some really nice merging which gives everything a smooth look to it. For the floor you didn't just try to make an even surface but went further to keep objects from interfering with each other (center territory). In this part of the map I would have expected some of those overlapping boxes to flicker but you managed to avoid that. The overall map layout is also very nice because it is relatively short. Action seems very intense and the sightlines are perfect. I assume that you have some left over objects and suggest that you invest them in making breathtaking walls and ceilings. this is just a suggestion but if it is done well then people will like it even more. I was also wondering how you managed to make the "bulletproof" window. I don't think that you used a shield door because I can't see any blue in there. My other idea was that the natural buffer on the stairs acts to deflect bullets and by putting them close together you made a nice impenetrable window. Great Job: 9.5/10 so far (I would love to try this out with a large party) I hope you enter this in the contests. Edit: Nevermind I see that you already did... Good luck
Thanks! Check this post in again in about five mintues. I'm about to add a picture of the layout without walls (Now Posted)
As part of the conquest v3 variant, players have limited invincibility at respawn to avoid the problem of spawn killing. But in addition to that, I have included a doublebox that players will be forced to spawn in just around the corner. When enemy players are capturing the Respawn Territory, the other team will spawn have a safe respawn
Wow....thats incredible interlocking man, its looks amazingly smooth. I really cant grasp how people make stuff so neatly on different angles other then straight or sideways, i mean sure i can pull it off but it always comes out a little....flawed?Consider urself with another 5stars and a dl
The amount od effort put in is outstanding, great interlocking and very original map design, just because it's small doesn't mean it doesn't have potential. 5/5
Absolutely amazing map. The aesthetics are brilliant; the way youve used the boxes to make an all new smooth shape demonstrate keen talent and patience. I like the platform idea in the middle and i just got a nice idea for my own map. The map does look kinda small, though i shouldnt be one to argue. This is the kind of detail ill be hoping to expect in sandbox. This map makes me want to take part in some of the competitions, though i make a point never to forge on foundry. I do hope there are some competitions for sandbox. Im gonna download and have a closer look. Well done on a nice original map
I like the way it is set up, the interlocking is nice and the game play that day was amazing! Keep up with the excellent forging!
Wow, very neat and looks like it took you awhile. the only problem is it looks like it would be extremley easy to spawn kill
Wow, you made excellent use of interlocking. I liked how you kept using double boxes to keep the color consistent- makes it look like one solid block.
Great Looking Map. Definately looks to be a solid contender in the Forge-Off. I will download this when I get my hard-drive back, hopefully with-in the week. Quick Question: Recommended # of players? This looks good for 2v2 to 4v4 but I was wondering what your preference was. Good Job on the Map and Post. Keep Forging.
nice map. i really like how this is an enclosed map that has a basic design and nice game-play. i like how you can see across the whole map through the center. looks like an awesome territories map too. nice forging. 5/5
I prefer 4v4, thanks for asking! I'll go include that in my post right away (now posted). This map works well with 2v2 as well. It's all about personal preference. We had some really fun games with 5v5 too
I'm glad you posted here Val! Such compliments have a lot of credibility coming from someone like you. People respect what you have to say. Your praise definitely adds to the value of this post.
I think you overflowed the weapons a little too much. I mean, dual weapons everywhere? Also, I don't think you should even have that many weapons on the map. It should be a stuggle for ammunition. That adds to the challenging effect.