Highwire (Sandbox) HIGHWIRE - Sandbox PLAY WITH BR/AR STARTS. Highwire is a new forge map i have made over the past four days on sandbox, utilizing the skybubble and crypt. It is set up for all gametypes. It is reminiscent of Gehpyrophobia, but differently laid out - Unlike gehpyrophobia, there are no vehicles, and a cenrtal area worth getting to. It also has no upper ledges reachable by teleporter, and no lower level as such... The map is almost symmetrical, the only difference being one base is slightly lower then the other, to minimize spawn camping with snipers. Each base has a distinct look to it, so you shouldn't get lost. There is a central bridge, widening from each base onto two higher points before leading downwards again. The hole in the center houses a large block with a rocket launcher containing two shots, but flanked by fusion coils and slit walls. This can be reached either by a stone bridge from each base, or crouch-jumping from certain map areas nearby. It also houses a territory, hill and VIP/juggernaut go to point, along with an oddball spawn. The rocket respawns after two minutes, and from this spawn point it is possible to snipe/shoot directly into either base. To get to it from blue base, run directly forward upon spawning. You will fall onto a small ledge with a gravity lift, that leads onto a small stone walkway. From Red base, walk forwards into the central teleporter. Since red base is lower down and further back, this simply speeds up the process on reaching the centre to be equal with that of blue base. Both bases have an even chance of getting here. The bridge also has some much needed cover, in the form of strategically placed walls. The two higher parts also have a wall each, at opposite ends, to provide an opportunity to recharge shields and reload in bridge combat. However, these could be sniped from either base by a skilled sniper, and the walls have fusion coils nearby. Note that although most fusion coils will not kill a player, the central two will due to being enclosed. Each base, or temple, has a carbine behind a pillar, and a brute shot near a wall/fin. The brute shot cannot shoot across the entire map, but would be invaluable in protecting a bomb carrier in the tunnels due to shot+bash, and its splash damage in tunnel corners.. Bomb plant points, flag spawn points etc. are housed on the left (upon spawning) in blue base, and the right (on spawning) in red base. These are behind some degree of cover, but you are open to fire from inside the base itself. There is also a set of tunnels under the map, which may be useful in infection or objective. They're not difficult to find your way through, but could take a while to find out where you are. Each base teleporter here is next to another one, but easily identifiable - the base teleporter is more illuminated (see blue teleporter image). there are shotguns and SMGs in these tunnels, reachable from a teleported at each base. The teleporters also have a self-contained teleporter network, good for escaping fights and/or getting around faster. Useful in objective games, These tunnels could well make or break a game - keep your flag carrier safeish, or risk the faster yet more dangerous way? The map itself is rather large, and probably suited to at least 8 players. There are brute shots at each end, a sniper at each end and a 2-shot rocket in the map center. dual plasma rifles can also be found up here, and a carbine. I recommend BR starts on Highwire, because there are none on the map at all, with secondary AR and frags. Hopefully this will be fixed in another version, but I might remove fusion coils in the same one. WEAPONS: 2 brute shots - 1 per base. Blue base - left fin. red base - near left exit, behind a wall. beam rifle - blue base. leaning on a fin on the start of the main bridge. sniper - red base. leaning on a fin just outside the base. rocket - center, only two shots, has fusion coils nearby that are easily shot. respawns after 2 minutes. 4 shotgun - all in tunnels, 1 at each entrance, 2 randomly on ground. 12 shots in the entrance ones. 4 SMG - 2 at each entrance 4 plasma rifle - 2 on each side of the bridge. 2 carbines - 1 at each base, behind a tall pillar. 4 plasma grenades - 2 near each base 2 bubble shields - near each base, opposite regenerators. just before the downward ramp. 2 regenerators - opposite bridge side from bubble shields. blue base, or temple. bomb spawn is where brute shot appears. near fusion coils is the sniper. blue teleporters. The underccroft, a large maze between the bases. simple to get through if you try, but dangerous if you take the direct route. red base/temple. zombies spawn here. Tunnel entrance behind far wall, brute shot by closest. The full map. note that red base is at a lower elevation. Also, grenades cannot be thrown the length of the map. download it here. Comments & criticism appreciated. KNOWN BUGS/PROBLEMS: -light's haven't worked once. -there's a gap at the very back of blue base somewhere that swallows grenades, but they don't fall through - they just get stuck. -people complain when they run off the edge of the map. look where you're going, always, on the upper bridge. -no BRs. Intended for BR/AR starts. Updated with new info. Will (hopefully) upload a separate, BR containing version tomorrow. I hope you have as much fun playing this map as I he\ad making it, and make sure to try all gametypes. infection in the tunnels is creepy...
you need to embed your pictures and you can interlock on sandbox, im making a map with interlocking on it right now, are you sure that thats not just a lame excuse to not interlock, anyway the map has a nice concept to it, looks neat for no interlocking too, good job 3/5
From the pictures (you need to embed those within 24 hours after posting), I can't see the map clearly, please add an overview. From what I have seen, it looks quite nice. Also, is the maze the only way between the bases? And what is the weapon set?
Interlocking is something I used to be able to do, but was never good at. don't worry too much, after testing the gaps I can't find any that swallow grenades unless you intentionally chuck them down,and that's like one part. weapon set: 2 brute shots beam rifle sniper rocket 4 shotgun 4 SMG 4 plasma rifle 2 carbine 4 plasmas 2 bubble shields 2 regenerators I think that's it. The bridge lets you get between bases as well, it's just more open. better pics later.
Added an overview, and a question: does this map belong in this forum subsection? or competitive? it works with all gametypes.
you're an idiot, how is this not original? lol you people want these ****in maps to be gold plated to get a five out of five. He did a very good job and who gives a **** about interlocking honestly. Anywho, I know someone will flame this so I'm gonna post this and never come back to it. See you fags later.
In all honesty, I don't WANT people to defend me. Bridges aren't original, it's true - in fact, this was partly inspired by narrows and Geryphobia. I don't need you to stand up for me, I need advice on how to improve in the future. This map is far from perfect, and I need all the advice on weapon placement, spawn and future additions/changes I can get - besides any form of glitching. Also, I'd rather this not turn into a flame war.
Sandbox has so many objects interlocking shouldn't even be an issue anymore. I think this map looks pretty damn fine.
Not bad at all. it's best, however, to avoid teleporters when forging. they usually dont help the gameplay.
Very nice, that last pic is a great overview of the map. The map itself is great in its structure. And the tunnels! Genius use of teleporters. The idea of making a new system in the crypt to add to the game is completely original. Brilliant. I don't have really any suggestions but, why no BRs and ARs on the map? Anyways, even if you were a regular forger, this is awesome.
Good job. I like the skybubble and usage of the vault. Although it is sort of open and there isnt a lot of cover. In the vault there is a lot of cover through. CTF is amazing on this map. The vault room is like a maze its great. Not much improvememt needed just fix the skybubble by putting more cover. 4.5/5
No BRs or ARs because I was anticipating them as starting weapons, but I'd be happy to add one or two of each to the map. Also, rather low on budget...$97. I guess I could add a few to each side and/or behind some of the walls. Thanks for the feedback guys, I REALLY appreciate it.
BR version coming soon. In the meantime, I need ideas for a crypt map. They're actually suprisingly difficult to build...maybe a domed arena? I should make a V2 that's slightly different as well, maybe wider but shorter bridges and an open underground battlezone.