Map Name: COMPLEX v.2 Canvas Name: Forgeworld (Quarry) Player Count: 6-12 Download Link: DOWNLOAD COMPLEX v.2 HERE *Notes* After some testing, and feedback, I'm back with Complex v.2 The map has been re-worked with the help of the TG's feedback, along with user feedback on the original map post. Catwalk access has been re-designed to incorporate two symmetrical walkways. This has been the main issue with everyone that has tested the map. The original version of the map featured two mancannons that propelled you onto the catwalks, however, many found they were too difficult to spot at first glance. So I've removed them and added the walkways. Spoiler Red and Blue base corner rocks have been removed and simply replaced with antennae's due to user feedback. Spoiler Receiver Node location at "Greece" has been finished, and re-worked to be more aesthetically pleasing. (ColWalterKurtz7 suggestion) Spoiler Although the map is entirely closed off, there is a soft kill zone just above the "power stream"(of which you will get trapped if you jetpack through it). The soft kill zone was added with the intent of keeping gameplay to a more "visible" altitude. Each base features two catwalks. One bringing you to the center walkway. The other bringing you to "Greece" Weapons Health Stations x 4 DMR x2 needlers x 2 shotgun x 1 (1 clip, 90s/r) plasma repeater x2 plasma pistol x 2 needle rifle x 2 assault rifle x 2 magnum x 2 concussion rifle x1 (1 clip, place at start false, 90s/r) sniper rifle x 1 (1 clip, 120s/r) plasma grenades x 4 Points of Interest Concussion Rifle. Above Greece. 90 second respawn. 1 clip Accessible via "lifts 2 Greece" or Catwalks. Sniper Rifle. Located on catwalk above "garden" 120 second respawn. 1 clip Shotgun. Located in center of map. 90 second respawn. 1 clip *footnotes* Map has been configured for all gametypes. (- Infection, Invasion and Race.) Although many have shown some sort of concern/problem with the fact that, near "Greece" there is a patch of grass popping out. I am making note now, that I have opted not to raise the floor to cover it. I had initially left that piece visible as an aesthetic touch. And after going through things, found it was entirely NOT worth raising every placed object, respawn, weapon on the map just to "make it looks prettier". The rock cliff face at the "Titanic" callout, was also done intentionally. I try to use the natural map geometry wherever I can to add some sort of aesthetics. Whether the response from the community is positive towards it or not. I choose to do so intentionally. Screenshots Spoiler Receiver node in image has been re-designed.