Congealed Congealed is a 1v1 or 2v2 map built on Erosion, with a tangle of pipes cutting across the map and providing lots of interesting ways to navigate between the two levels. It's essentially designed as a rectangle with a solid core, but lots of cross-cutting corridors and flanking routes that carve their way through that core, some with one-way shields to create a specific flow. It's especially good for tense throwback gameplay without trackers, as I've found in testing it for the Dust-Up tournament. It supports up to six players without getting crazy, but the comfortable range is 4 or fewer, team or FFA. Download links Infinity version (ordnance, no weapons on map) Dust-Up version (weapons on map, no ordnance) Weapons/ordnance (same basic weapons and respawn timers are used on both versions of the map) - SAW (3 min) - energy sword (3 min) - 2 pulse grenades (60 sec) - 2 frag grenades (60 sec) Screenshots
OMG! Not to inflate your ego, but what a fantastic looking map you have here! Please tell me that the lighting we see in the pictures is the same on the map?
Thank you! It's exactly as you see here, yeah. These are regular theater pics, I only added the text at the top and the green border.
I downloaded this puppy and it looks as good in person as it does on here! Fits nicely into the little grotto under the floor too. I was planning to make something down there to capitalize on the iridecent green lighting. Very nice job!
A beautiful 2v2 map from Nutduster, how lovely this was to play while in testing. I think this was one of those rare designs that is just good. You've added a few personal touches to the symmetrical layout that really make it play a bit different than normal, but it was still a winner from it's first test. Excellent work.
Thank you sir. That reminds me of something I ought to mention. This map is an asymm, though at the first and fifth glance it looks symmetrical. It was an attempt to take an essentially symmetrical design and incorporate some tasteful asymmetry in key places to create a more memorable map with interesting, directed flow.
Ah, that's right. I feel like after at least 6 tests, I should remember that. It all makes sense in game, but I always think of it as symmetrical. Functionally, it almost is.