Baron's Bazaar originally started as a 4v4 symmetrical slayer map, but surprised me by becoming my first functional invasion map. The original map was intended to capture the three brigded choke-points of the map Rundown in MW2. The side bridges providing interesting flanking tactics, while the main bridge is the main focus of the map. Twin snipers make it difficult to cross the bridge! A birds-eye view of the map. You can walk on a grid beneath the water. The invasion version of the map has a few extra's including a pelican by the Spartan spawn. Also, in the second phase you have to destroy the main bridge, which will disappear before the third phase. There are two snipers, two grenade launchers and a rocket launchers on the map. Blam! I should have the map finished by next weekend, when I will begin testing. At the moment I'm adding more gametypes, as it only functions with Slayer and Invasion. If anyone is in Europe and interested in testing, please don't be shy. Finally I'd love If someone could answer... 1. How long do you think it should take for a Grenade launcher with 5 clips to respawn? I have it set for 3 minutes. 2. Do you think the railing stairs in the third last picture are too irritating to walk up, or more pleasing aesthetically compared to your standard incline? Thanks, Wflag
Looks pretty nice, a nice deviation from what most invasion maps look like. As for your questions: 1. If that's five extra grenades, so six grenades total, I'd say about 150 - 165 seconds. That's an incredibly dangerous weapon in the hands of someone who knows how to use it. 2. If built correctly then the stairs should work fine while serving their aesthetic purpose. However, I suggest that you make the pelican look more like a pelican, and if you need to delete the stairs to do so, then go ahead.
I would actually use something other than railings for stairs, the lights emitted by rails can cause some framerate lag. And you pelican does not look like a pelican.
After googling Pelican images, changing the Pelican has become my first priority. I'll also test the Grenade Launcher at a shorter respawn time of 165 seconds. Thanks again. Another question.. One of my Res zones keeps teleporting me into the ground, if anyone has any experience with invasion or has any idea's on what could be wrong, I'd love to hear it!
1. Remember an invasion round only lasts four minutes and five clips for a grenade launcher means only six total shots when it takes two to kill. Unless something is meant as a conflict weapon (rocket launcher in rat's nest) it is best to have a small clip, just enough to be functional, with a low respawn time. I have no idea why the grenade launcher is even considered a power weapon because it is so weak (except in skilled hands) and even the max ammo is not enough to to serious damage, so a low respawn time is fine. 2. Screw the stairs. Decorative objects (including railings of any size) are $50 which is five times as much as almost any other object including colosseum walls. Decorative objects are inordinately expensive and cause more than their fair share of screenlag so avoid them at all costs. The railings in image four alone cost $900 total.
That's something I hadn't thought of! I'll try this out soon, although I'm thinking of replacing them with the much more user friendly CR's. I've become very attached to the stair's and I'm reluctant to let them go, especially since they are the only aesthetic in an otherwise boring spawn. If they begin to cause lag however, they will be the first items to go. One of the reasons I added them was because I didn't like ramp 2x2 steep, which may have fit perfectly, but became unnatural to run up. Thanks.
I believe the grenade launcher can kill in one shot if you use the timed detonation, so that six kills, and with a lucky EMP or two, there are teammates that can take the enemy down with a single headshot. But on second thought, it does seem like the stairs could cause quite a bit of lag. Since they're so expensive, maybe use the same technique with something that costs 10. Or perhaps see if a walkway made of rocks would fit your theme better. Another problem I see is spawn killing. With such a small map set up for invasion, it seems like spawn killing would be a problem. You could try making a small natural structure with rock walls and a grass top that one team spawns on. Ideally, it would be higher than than any playable area, but the only area visible from there would be the area where the pelican drops off. Giving one team a spawn that's higher than where the enemies would set up camp for spawn killing would make it much harder for them to actually set up tent and start roasting marshmallows. Anyway, just a thought.
If the spawn is inside the ground, change that. Having Respawn Points partially-buried can spawn the player beneath the ground.
Okay, I found out what was causing players to spawn inside the ground. I had accidently labeled a Platform XXL as Res_Zone while setting up my map. I must have accidently changed it while adding the Res_zones. Which is irritating considering the amount of time I had spent looking for a buried spawn location. I think creating a map where players could spawn inside objects has potential though, it was very eerie seeing the Elite team pop out. It could make a great infection map... @Plasma Blades Spawn killing was a problem while testing, but I think I'm going to set up several spawns rather than creating one impenetrable spawn. If this turns out to be too versatile a position for the losing team I will consider a raised spawn. Also I've decided to keep the CR's because they brought a variety to the otherwise Human heavy weapon set up.