Aegis v2 This ONI Spartan training facility is now home to the tearing down of those it brought up. 2-4 All gametypes Skip to the bottom for pictures and a DL link Aegis is a 1v1-2v2 map completely forged. I know, I know "then it will be too grayscale." In my opinion you are wrong. I spent almost as much time on asthetics as I did on layout and gameplay. Don't get me wrong though, I only did asthetics after I finished the formatting, so asthetics only help. Now on to map info. X~Weapons list~X Spoiler DMRx2, 1 extra clip, 30sec Plasma Pistolx2, 30sec Needle Riflex2, 1 extra clip, 45sec Magnumx2, 2 extra clips, 30sec Assault Riflex2, 2 extra clips, 30sec Grenade Launcherx2, 3 extra grenades, 90sec Fragsx4, 15sec (I think, whatever the default is) Stickiesx4, 15sec (I think, whatever the default is) Health Packx4, 20sec (I think, whatever the default is) X~Flow~X Spoiler I predict the map flow takes players down stairs, around a little bit, then back to the top. It is designed to keep players moving, with at least 3 ways into any one room. There are 4-ways for a non-jetpacker to get from the bottom level to the top level, 8 for a jetpacker. I purposely took these measures so players would keep moving and to minimize the reward for camping. X~Gameplay/Gametypes~X Spoiler In General: This map plays best with a gametype that doesnt have armor abilities, as jetpacks are underpowered, and evade, sprint, and active camo are overpowered. I also recommend DMR starts only and a radar with less range. I have such a gametype in my fileshare. These recommendations apply to all gametypes. Slayer: Players tend to circle around the outside, attempting to control team spawns and the grenade launcher rooms as strategic territories. Only rarely does a player use the central room as a shortcut. CTF: Very intense and team-oriented. The center room provides an extremely risky shortcut back to your base, but sometimes it is worth the risk. Players use the outer rooms as other ways to the other team's spawn. This may be the best gametype for this map. KOTH: Moderate gameplay, it is not impossible to hold a hill, but it is still difficult. Aegis is set up for all gametpyes but Race, Invasion, and Territores. But the gamtpyes mentioned above are all that have been tested. X~Asthetics~X Spoiler Speaking of Sword Base, there is more than one thing they have in common. The first being *cough*great*cough* gameplay, and the second being ONI. As mentioned in the map's description, this is meant to be an ONI facility, not forerunner. Forerunner seems to be abandoned war stations in a canyon, or a floating platform above water, this map is meant to feel like a more technological human structure. I envisioned an ONI lab when first designing this, but changed it to a Spartan raining facility after I decided to use AAs as a decoration, pretending they were monitors of specific spartans. And so I started decorating it as an ONI facility, with lab-like asthetics. X~Pictures~X Spoiler Central Room Blue/Red Spawn/Base Staircase Upper Floor Staircase Lower Floor Grenade Launcher Room X~Action Shots~X Spoiler CTF 3-Man FFA Crazy King (The hills are very spread out, despite what the pictures might imply) X~Topics of Discussion~X Copy and paste these questions and answer them please. Spoiler Should I add a small staircase connecting the Red/Blue spawn directly to the Grenade Launcher Room? Did you enjoy Aegis? If so, why did you enjoy it? And if not, why didnt you? Did you experience any framerate lag while playing Aegis? Does Aegis give the asthetic feel of an ONI lab, ex: Sword Base? If not, what can I do to enhance this feel? Thank you for your time, your answers will be noticed and taken into accounting. X~Credits~X Spoiler Pegasi- For Fixing my spoilers Stevo- For helping test and discovering the man-cannons EightBall- For helping test multiple times Panic45- For helping test multiple times Berb- for trying to help test Aegis Soul Slasher- for helping test Stewart140 and Friends- For helping test. My mom- for 'birthing' me. The Academy- ... Let me know what you think! Here is the DL link. Thanks for checking it out!
I like how you designed this map with multiple pathways, making gameplay more interesting and smooth. The forging looks neat and the aesthetics look amazing. It really does have quite the ONI feel to it. If you need some people for testing hit me up. GT is: iTz EightBall.
Mother of god, it is annoying to click every single spoiler. If you need anymore help testing or maybe even forging, GT: CareerGK117. This map feels a lot like something I would do, so this resonates with me.
I would have made less spoilers but for some reason they all screwed up and mixed the spoilers around. I originally put the spoilers there so the scroll bar wouldnt be so intimidating. If you think I should get rid of the spoilers let me know. EDIT: nvm that last part, the spoilers will not work. They only work seperated.
I just tried to tidy it up but it didn't seem to work. I dunno what you've done but there is a TON of unnecessary BBCode in there and it's really messy. Tbh I'd suggest starting again and typing out the BBCode manually rather than using the WYSIWYG buttons, they're pretty bad in general. The codes you need are:[noparse] -Text size: [size=TEXT-SIZE-HERE][/size] (you seem to be using size 4 for the headers) -Text colour: [color=#COLOR-CODE-HERE][/color] (you seem to be using colour code #808080) -Most colour codes are just words, for example the title "Aegis" right at the top of your post would just be done like this Aegis, but the less common ones have codes like above -Bold: -Spoiler: -Align to centre: -Link: TEXT FOR LINK HERE[/noparse] And I think that should be all of it. Basically you just surround the text you want to be affected with the right BBCode, so to bold something you type [noparse]I want this bolded[/noparse] and you'll get: I want this bolded. Or to put a block of text, an image or a group of images in a spoiler you type [noparse] Spoiler I want this in a spoiler [/noparse] and get: Spoiler I want this in a spoiler Hit me up if you need any more help, but in general my advice is to stay away from the formatting buttons in more complex posts because they can end up being more trouble than they're worth.
My only real problem is how the spoilers are being faulty and making them all have to be seperate. Does this have anything to do with that? I understand BBcode, I just thought there was no difference if I use the button or do it myself.
Basically yes, it's so cluttered with unnecessary BBCode added by the buttons, tags opening and closing over and over, that I can't pin find the ones making it do that. I thought I had it, but they're still all separate. I'll have another go now, but tbh I'd advise going easy on the formatting buttons in future either way, as this is generally the result.
Thanks for the advice. I had no idea the buttons would do that, and I might have been the one who undid all your hard work. I went back and tried to seperate all the pics again.
Dw, looks like my edit was after yours, should be all done now, VM me if you want any more help with BBCodes and stuffs.
Funny story: I played this map with a few buddies..I think it was Berb who was testing it, and the lag was unbelievable. Everywhere we went the screen was flickering and bogged down to the point where I just started tea-bagging the ground until the match was over. Okay, so that part wasn't funny, but this part is: Today I'm playing some customs with Soul Slasher and he says, "Hey, you know that map with the ridiculous lag we played on yesterday?" "Yes," I reply. "We figured out what the problem was- and it wasn't the geometry," he says. "What was it?" "Well, we removed the roof of the map and found that every single vehicle had been spawned outside the map, along with several man cannons. It was eating up a few thousand dollars of budget and causing major frame rate lag." "Roflcopter!" <--(Didn't really say that) Anyways, you might wanna check that out if you weren't already aware.
Yeah, that was with me. I'd like to get some feedback up for the map, but considering that half of the time players were either leaving/joining or AFK, I don't think I can pass it off as a proper test of the map. Maybe next time we'll get a more solid party...
Yeah, I was in the party that discovered it, thanks for the concern though. All sign of lag dissipated after we deleted the man-cannons and vehicles, maybe I can add a little more asthetics with the some thousand dollars I got back.
Hey man, I'm all for testing maps and playing seriously...but when a map isn't even playable in its current state, why bother?
Im pretty sure they were there because a friend I invited into the game started messing around, I guess thats what he was doing.
Well, after multiple tests I can honestly say gameplay was fun and very fair. Weapons weren't overpowering and spawning was perfect. The layout was clean and after one game I already knew the map layout. Glad I could help
Testing this was fun, and what ever lag Frozenlynx was talking about is gone. My only concern is flow as it does take a bit to get from one side to another. Teleporters remedied the situation so I don't even know why I brought it up.