Man, if only I could Forge from work... By double zig-zag, do you mean both horizontally and vertically? How does the final Territory factor in? Send me a FR sometime, I'm interested to see your works in progress. You seem to crank out some quality stuff in no time at all.
| | | | 1 | 1 | --------- | ---------- | 2 x 2 | | 3 -------------------- 3 | | | t 4 t ------------------------------------- \ Murderbox / That's the basic flow. The x represents the grenade ports. The t's are teleporters which lead to the murderbox. Unfortunately, it's a busy work week this week... but I'm planning on finishing this map Saturday, as well as posting Kentucky Tango.
It's a cross-section. Except the murderbox... which is supposed to be perspective-ized... hence the \ /.
I don't know if this would step on the the staffs toe but you could set in in the idea sewer system... that would be kool
Looks cool, Cosmic. Are you gonna use fence walls for the "2" section? You could separate them horizontally to make for the grenade port.
Already done, squid, and there's a melded shield door (like at the top of Elation) so that you can't shoot through most of it... just see. And I have no idea what the 'idea sewer system' is.
I figured as much. I'm looking forward to it for sure. Maybe 'idea sewer system' is where all the crappy ideas go to die...
I think that having one team start at the top floor and one team starting at the bottom floor would be a little more unique. As one team works there was down one is trying to go up.
I have a Conquest Map in the works sort of(I have been working on a lot of other stuff more than this map.Its been probably 2 month since I have touched it)it takes place on the fins of Conquest but it's vertical and takes place on 4 fins and a mid-way above the sword spawn area. Its so close to being done I might finish it tonight and test it out.
I think Construct would be a cool place for Conquest, whether you used the fins or not. Especially having the final meet-up area on the bottom level of the yellow lift.
I tried on my map the bottom level of the yellow lift and I couldn't get it to work. =( but so far what have is working out really well hope I finish so.
What didn't work about it? Construct is a map I don't play very often, but it seems like that area would work if some of the entrances were blocked off, as well as the lift..
You just gave me a cool conquest idea and now I have to make one too. And this idea sounds pretty cool, If I understand it right. That diagram was a little hard to read, but I think I got it, looking forward to it.
So, a whole bunch of people have played Vertkwest now. If you have any last minute thoughts (or publish-stopping bombshells), post 'em here. It also doubles as a decent small-party asymmetrical objective map, don't-ya-know?
I don't have any issues with it. I like how you can bounce grenades under the fence walls on the bottom level. You continually piss me off with your great maps.
How about this. One team starts on the first floor, other team is on 5th floor, and they both race to middle, then eventually, take over eachother's sides. So its a struggle, bottom vs. top, instead of a race of both going top to bottom
Well first: the map is essentially done. But I did consider that for a while. However, foundry's not tall enough to do it (any justice) without winding. Also, the team going down would almost certainly have an immense upper hand. Conquest's gotta be symmetrical... and gravity is a powerful ally.
I must again voice my objection to the pallets. It would be different if they were on asymmetric gametypes only. The idea works when one team gains an advantage when they are destroyed and one team has motivation to protect them. But with Conquest, destroying them has the same net result for each team: less cover. Why would I want to waste my own resources (time, bullets, grenades) to do something that hurts my team as much as it helps us? Smart players would never attack the pallets, and instead let their opponents waste resources destroying them. But if everyone in the game thinks that way, the pallets would never get destroyed and there might as well be a wall there. But I suppose there might be one example of a time when you'd want to destroy them. If the other team is capturing the territory on the other side of the pallets, and it's sudden death so all the other territories are locked, and they have a turret preventing you from accessing the middle. But don't let my hatred of the pallets confuse anyone. I really like the map as a whole. Now that I've gotten that rant out of my system, I can just post the nice things in the map thread. And Rick, I'm locking this when the map is posted.
Lock it now. I'm gonna run some tests with Turbo later tonight. And it'll be posted sometime this weekend. I'm afraid the pallets are staying, though. Unless I have a change of heart during final testing.