Temple Created by xl Nexus lx and ICU27 Supported Gametypes: Free-For-All Slayer Map Description Weapons and Equipment (Aside from ARs and basic grenades) Battle Rifle x2 Carbine x2 The BRs and Carbines spawn on the upper level of the map, somewhat out of the way. You can get there fairly quick with some clever jumping and knowledge of the level. Unlike many maps, the BRs/Carbines are not the focus of the gameplay. This is a close quarters map, for the most part. SMG x2 Sword x1 Placed on the lower level of the map, enclosed by shield doors. The sword is the prominent power weapon on the map, but is balanced with shotguns, firebombs, and vehicles. Shotgun x2 The shotguns make a great counter to the sword, but due to having just one clip (6 shots) you need to be careful with your ammo. And remember, around shield doors the sword has an advantage on you, don't do anything stupid. Brute Shot x1 A great anti-sword and vehicle weapon, placed in elevated position, with one spare clip of ammo. Don't waste it. Sniper Rifle x1 Placed opposite the Needler in a very open and long alley. Careful of those vehicles. Needler x1 To balance the sniper. You'd be surprised how long the range on these things are, if you see a sniper, don't be afraid to fire a couple quick bursts (for more accuracy) you could get him. Spartan Laser Equipment Fire Bomb x2 Great anti-sword weapons. Creates fantastic situations around the shield doors. Grav Lift x1 Can be used to reach various vantage points across the level, as well as the overshield. Overshield x1 Placed high above the center structure of the map. Either boost up with a grav lift or use some precise grenade bounces to claim the overshield. Power Drain x1 Stop those vehicles in their tracks. Also very anti-overshield. Or hell, just throw it in a group of people and BR them to death. =] Bubble Shield x1 Adds extra fun to those sword vs shotgun encounters. Gives the sword that extra boost needed in order to beat a shotty. Vehicles Ghost x1 Chopper x1 Nothing much to say about the vehicles, they just help fill up the empty space, and create some amazing situations involving epic splatters that seem to come out of nowhere. General Overall this is just a fantastic FFA map for around 4-5 players. It's a very close range in-your-face kind of map, centralizing around the shotgun/sword. However, it's all fairly balanced, so don't worry about getting pissed at "sword whores". The level is pretty stacked, as well. There are countless ways to each area, and almost always a way for someone to drop from above/surprise you, creating a lot of "OH MY GOD, THAT IS A SWORD IN MY FACE" encounters. An overview center area The back area A side view Where the vehicles are kept, as well as a quick man cannon to higher ground Where the vehicles can do most of their damage, as well as a great sniper alley Looks awfully Sword friendly... As you can see, I have not whored geomerging or interlocking. I believe in using it only when it actually affects the maps gameplay quality. Now that doesn't mean the map is messy, it's all very neat and well laid out. Also, all the empty space is intentional. The vehicles really fill it up, and the battle is almost always focused on the actual "Temple" itself. The map is still in its early stages, which is why I'd love some feeback/suggestions. Thanks for any and all feeback, I appreciate it. Download Temple
The ghost looks so lonely, put something else in there so people feel the need to play over there aswell as i can see this area of the map being rarly used, if you need money i suggest starting out wiht the budget glitch as most maps today are made like this so more objects can be injected into maps, i like the corridoor idea but how effective is the ghost anyway ? Good job
i agree... the ghost looks lonely. if your budget will allow it, put something around the ghost. plus, i don't know how gameplay would be with the ghost, the hallways look pretty slim besides that one hallway. but at least you know what you are doing, nice slayer map. just list what gametypes you recommend in the actual post, and if you aren't going to add anything to the ghost area just remove the ghost. also, i presume the chopper is on the same place in the other side of the map. i would say improve on the lonelier parts of the map, 3.5/5 for the beta.
Thanks a lot for the feedback guys. The Ghost and Chopper are both fairly effective, but not too effective. You can wrack up a couple kills with them, but it won't be long before you get stuck or laser'd. The more people the better they are, because everyone is focusing on eachother, not the vehicles driving around. You can't really see it in the screenshots, but there is essentially a large ring around the map, so the ghost/chopped can just circle the map. I'm working on a new version now, I'll post it up when I'm finished. (Likely sometime this weekend) Edit: Also, since both of you mentioned budgets. I have just over $100 left. Enough to make some little structures in the ghost area, for sure.
Very nice but i ain't feelin' it.Here is why. You should have the overshield interlocked into something like a double box. You didn' megre where it should have been. I don't like the gameplay feel. And a tip of advice is to keep this what you know and add what i said in your next mapOverall I didn't like it to be honest.No download
First of all, "As you can see, I have not whored geomerging or interlocking. I believe in using it only when it actually affects the maps gameplay quality. Now that doesn't mean the map is messy, it's all very neat and well laid out. " Second, you didn't like the gameplay feel? Have you played the map? And third, why would I interlock the overshield?
It sucks balls, not enough geomerging and interlocking. Get a life. I think this is one of our best works, personally. The idea is that it's a small four player FFA map. We want to keep it centered on the temple. Adding stuff to play on over there would distract from the main area, which is not what we want to do. The ghost is put out of the way to make it harder to get to. Just one of the many things put there to balance it. Your mind seems to have changed in a hurry. I've never seen you like a map at first. You always seem to hate the hell out of it and then later say it's amazing. Was that way with both Gridlocked and Spires.... I want to say one thing. While this map is geometrically symmetrical, it is not symmetric at all, I just hope that's cleared up. There's a sniper on one side, and a needler/plasma grenade on the other in the exact same spot. There's a spartan laser leaning up against a double box in one corner of the map, and in the mirrored corner is only two frags. There are some elements of symmetry, but mostly we tried to make it asymmetric, because it's more of a challenge. We've always made symmetric maps together before, and a change in pace is nice. And Venom, I wouldn't expect anyone with "MLG" in their name to like this map. See, it's actually pretty high quality. Not like what you guys play on.