“Gold” Bridge Archway Size: 4-16 Players Gametypes: Slayer & CTF (all MM gametypes to be added later) Blue Base Green Base (Front Side) Green Base (Back Side) Purple Base Archway is a mid-sized symmetrical map that is designed around a large centralized arching bridge. The “Gold” bridge splits the map between Red and Blue Bases, connecting the neutral Purple and Green (Rock) Bases. The map has a simple layout that is easy to grasp yet has hidden nuances that will allow more advanced players to find interesting ways to move around the map fluidly. Green (Rock) base is located on “Cliff Side” it has some close quarters interiors with large courtyards that allow for more open site lines on each side leading into Red/Blue Bases. Purple Base is located opposite Green and far more vertical, it has a gravity lift on the lower level that allows quick access to all levels of the base. Purple Base is bookended by Red and Blue courtyards that are mostly open and allow for good combat areas. I have limited the amount of power weapons to hopefully achieve a balance, the locations of them have not yet been tested and are subject to change. Both Objective and Player spawns also need feedback, after playtesting I will evaluate if moving/adding/editing them would allow for a more balanced gameplay experience.
The map looks good, definitely reminds me of narrows with the way the arch is set up. Its hard to see how it really plays though have you tested it on any gametypes?
Thanks man, I have only played it a few times and not yet with a full 4v4. The map is currently only set up for CTF or Slayer, but I will setup the objective spawns for KOTH, Oddball and Bomb later after some more testing is done for weapon and player spawns. I can see how the Center Bridge could give some parallels to narrows but Archway will play much differently. I didn’t get a overall shot, but it’s not a long as narrows more square symmetrical. There will be a lot more action around the exterior of the map, the center area is intentionally left with limited cover. It is a high risk / high reward area, giving players a quick route to the opposite base but also leaving them vulnerable to fire from a lot of angles. Most players will opt toward more cover around the outside of the map, which gives a combination of close quarters hallways and open courtyards to allow for more varied combat. I’m usually online after work weeknight, anyone that wants to run some customs send FR: AnotherClaymore [br][/br]Edited by merge: Gameplay video, thx hulk. Recap