BloodStone Created by David White Supported Gametypes: CTF Assault KotH Oddball Slayer Recommended Gametypes Multi Flag CTF One Bomb Assault Oddball Map Description BloodStone is an asymmetrical map for Team Objective games. The main feature of the map is a base which resembles the ones in Coagulation (3 floors, grav lift, see-through floor on middle level) but the majority of the gameplay takes place through and around the base, rather than in it. The base is surrounded by wire spools which good jumpers can use to get up on to surrounding walkways or in to the base. (While I was makin the map and before several modifications, it was starting to remind me of Hand 'Em High/Tombstone, added to the Blood Gulch base, hence the name: BloodStone) Asymmetrical gametypes do focus on attacker's trying to get in to the base; One Bomb Assault for example can get rather hectic if the attackers attempt to take the quick route through the front door, rather than one of the slightly longer but less conspicuous routes. Symmetrical gametypes will often have each team spawning in a corner and the base just becomes another pathway to your enemy. A Rocket Launcher and Shotgun are found at either end of the ground floor of the map and a Sniper Rifle at he top of the base. All power weapons are set to 150 second respawn, other weapons include, assault rifles, battle rifles at each team's start point, a pair of SMGs, a pair of magnums, plasma rifles, needler, plasma pistol and carbines. The Sniper Rifle is found on the roof of the base. A good marksman can kills people on the ground from the roof as a large portion of the map is visible from high up. This is balanced out by the fact that the roof is so large, players will only be able to shoot down to one side of the map at a time. The Shotgun spawns close to the attacker's starting point and is a very useful weapon to have once gameplay moves into the base (for example, on KotH). The Rockets are found in a similar location to the shotgun but on the defender's side. In symmetrical games the rockets balance the shotgun and in asymmetrical games the rockets can either be a bonus for the attackers for taking a longer route in to the base unless the defenders nab them first. In a sentence: BloodStone was inspired by features of symmetrical maps to produce and asymetrical map which for some reason works best with symmetrical gametypes. This map was built for, and has been submitted to, Atlas. The Base! Same base, different angle. Defenders start at the back of the base in symmetrical gametypes. Gameplay then tends to take place around the base. The rockets can be found in the open box under the middle bridge. Defender's have walkways up to the roof. The attacker's starting point. After lots of editing, this is propably the most Hang Em High/Tombstone gets in to the map. Attacker's have quick access to the basement. That crate is only available in asymmetrical gametypes. It gives attacker's more routes in to the base. Those totally logical wire spools are the other things from Hang Em High but I think they're a bit more useful. They can be used to get to the higher walk ways or the base. Basement - LOLWTF? No banshy? Bungie SUX! (Serious comment - Power drainer, a pair of magnums and a plasma rifle can be found down here. The plasma pistol can be found at the entrance to the base). Mid floor of base - ARs and Plasma Rifles for the defending team. Top of the base - home of the sniper and the bubble shield Thanks to the party I crashed, took control of for gameplay films and then ended. Obviously people would rather have been playing infection. We started with 10 (5v5), next game was 9, then 6 and I was about to start a game of team doubles (with 4) before the last 3 people quit! I killed peoples enjoyment for this map! I'm a bad person Download BloodStone
Wow, a nice recreation of the base, not the best but really good and neat... i could imagine you doing a remake on sandbox too! Great aesthetics and seemingly smooth gameplay!
while your interlocking and geomerging was kept to a minimum, this looks like a very nice map for gameplay. Yes you couldve swept things up a bit here and there, but regardless, judging off the screenshots you got yourself a decent layout that youve built yourself off of.
It looks like different parts of the map were made by different people. Some places you have a lot of interlocking and geomerging and some places have none of that where it needs to be done. Anyways... the map looks good. I like the layout and it looks really balanced. Could do better aesthetically but gameplay's more important and it looks fun. I'll DL.
I saw this on atlas a second ago. The base really looks amazing. You did a great job with that. It doesnt look like it can support symmetrical games though. Anyway, im gonna dl this right ow.
Speaking of bloodstone this map strangely reminds me of the mansion in it. I like it! The cover seems to be just right, and I like the look of it. It looks smooth and clean. Working in all gametypes pretty much seems nice too. I also like you choice of power weapons. 5/5.
This map kinda reminds me of that other map. You know, the one called BloodStone. You might want to think of a more original name... The map looks good though, I'll give it a dl. Heres the link to the other BloodStone http://www.forgehub.com/forum/competitive-maps/36792-bloodstone.html
Honestly, it doesn't support asymmetrical gametypes as well as I hoped. I think it needs a larger area between the attacker's and the base, like how High Ground has a long hill or Last Resort has the windmill and Camp Froman. Well it wasn't meant to be an exact recreation but it is recognisable.
I know i gotta say its not a bad despite the lack of geomerging and itnerlocking, because it has exellent gameplay, nice work i hope to see future maps like this. 4.06967585756/5
2 things, its my personal opinion (and that of many people around here) that it's much smoother looking and much better for gameplay if you turn your bridges upside down. I am sorry but when I see a map with bridges not turned, it looks crappy to me. However, the map still catches the eye with some other well forged structures. The only other thing I would say is that the map looks extremely open/ When you created your "bases" did you think of gameplay? Or did you just think you should have a base there. One more thing, specifically the top of the middle base, looks really bumpy.