I present to you my latest competitive creation, a medium-small symmetrical map set in the quarry. Visually the map is pretty nice and has a bit of a ghost town look to it, but the game play is what really makes the map exceptional. The map plays very similar to the pit, except it is a little more fast paced and doesn't really allow for standoffs. I wanted a map that is just open enough and with just the right sight lines to keep players moving and I believe I have succeeded. Because of the map's sometimes minimalist aesthetics and careful object usage, I'm proud to say the map supports 2-player split-screen. Now, onto the pictures... Depot Distance view: Blue team initial spawn: Red side overpass (note the sniper spawn below): Red team cliffside view: Blue Pit tower: Long view between Pit towers (note the grenade launcher spawn underneath the bridge): View of top mid from shotgun room: Inside middle structure (note the rocket spawn at the cliff's edge): Overhead shot of shotgun structure: Another distance view: Weapons List: Spoiler 6x dmr 2x needle rifle 2x needler 1x plasma pistol 2x spiker 2x magnum 2x plasma repeater 1x rocket launcher, 180 secs, 0 clips 1x grenade launcher, 120 secs, 2 spare shells 1x shotgun, 120 secs, 0 clips 2x sniper rifle, 180 secs, 1 clip 3x health stations 4x plasma grenades 4x frag grenades Thanks as always to my many testers and conceptual feedback providers, and especially to the tgn for helping me cook the gameplay to perfection... Audienceofone, Overdoziz, Nutduster, Grenadegorilla8, x2sora, OhKnarly, Psychoduck, Dizzyman572, SinlessLegend, Poolio, Wraith2098, That Scorch Guy, availablemoth, DUCK NG, BubblegumJam. If I left you out, let me know and I will add you. Thanks for viewing and feedback is always appreciated! Download Depot today.
I don't actually remember playing on this one. I suppose I probably did at some point though. This does look like it would play similarly to The Pit, which should make a lot of people happy. The map generally looks fun, and it seems that your forging improves with each map you release. I'll download and get back to you if I notice anything else.
o.o My eyes aren't deceiving me, right? It is so great to see this map released. It just plays so beautifully, like an improved Pit. Perfect lines of sight, with just the right amount of cover. What's not to like? An instant nom and download from me. I look forward to playing more of your awesome creations in the future.
This is a really nice map. I see the similarities to The Pit that many people are pointing out, yet you managed to make this map your own. It's cleanly forged. Nice job on this one. 8/10
^fixed. This map is amazing, it is cleanly forged, fun on any gametype and presents a unique yet somewhat familiar layout. Im glad to see this is released, as it is you best map I have ever played and I love it so. Great work here Cyborg.
I could have sworn I tested it with you once but oh well. Let me know how it goes! Thanks to you both for all your time testing! I don't think I'll ever be able to beat a map like the pit but I appreciate that it even measures up at all. Overdoziz, let me know how that sex with map goes... Thanks for the high ratings guys. I appreciate it.
It's been said before, but I'm going to say it again. This map looks like it has some really nice long LoS's coupled with just the right amount of cover, which provides for some excellent gameplay. It looks really well forged and the varying levels of elevation will only add to the awesome gameplay already created. Definitely a dl and I'll try and give more feedback later.
Well the problem with The Pit was always that it was too segmented. The two halves of the map were divided by a giant wall in the middle with a limited amount of ways of getting from one side to the other. Depot still has this to a certain extend, but instead of having a solid wall in the middle it has a hollow wall in which you can move around and thus allowing better movement around the map. I should make a an overhead-view of The Pit and Depot and compare them.
Super sick map...reminds me of a unique version of pit a bit. Consider building up on the celings of the "house like structures"(other than 4x4 flats) , but other than that it looks really good.
I would appreciate if you did that but I won't hold you to it. I just haven't broken out of the quarry yet to take the overview pic. I thought of building up on the map an even putting in a higher floor in some areas as you suggested, but for one thing, the frame rate was a concern I didn't want to push. Also, I like the way the map flows without more complexity. Too much height variation in a closed space like the quarry can leave players frustrated as well. Thanks though! And @ PracticeCactus, thanks for the comments!
This is a great map! Every game we played on it was enjoyable. It may not be your most aesthetically pleasing maps but the way it plays makes up for that! And it still looks pretty good too One of my favorite features is that, even though its in the quarry, you can't really tell that its in the quarry. It feels much larger than it actually is (thats what she said) Well done and congratulations.
Love this map. Have enjoyed every last test on it, and I hope we're not done with it even though it's released. Congratulations on what is probably your best creation (so far), Cyborg.
Ya you right about the budget promblem with the pyramids (why are those thing so expensive). Still love the map anyhow, it reminds me of rebirth a little bit too.
Made a nice comparison of both maps. On the left side Depot and on the right side The Pit. I used Blue Ninja's pan-cam guide to get out of the map with my camera giving me an opportunity to make a nice overview of Depot. (I can post the version without the added rectangles if you want it) As you can see both maps are quite similar in design. I'll work you through it: Green: The passage in the middle where on The Pit the Active Camo is positioned. The area is very similar on Depot. It even has a bit of a wall on the outer edge giving cover similar to the green wall on The Pit. Red: Both maps also have two towers or 'sniper towers' as some call them. The ones on Depot actually positioned in the exact same spot as on The Pit. They are quite a bit less dominant on Depot, though, as they're lower compared to the ones on The Pit. Yellow: The bridge connect the sword spawn area and 'training' (Area on The Pit with the yellow walls). It serves a very similar purpose on Depot. The two ramps underneat this bridge are replaced by two jumpable rocks. The sword spawn area and the tunnel underneath are not present on Depot. Blue: The area where the Rockets spawn on both Depot and The Pit. Also referred to as 'longhall' on The Pit. Depot version is a bit more open and thus provides more movement than the same area on The Pit. Purple: This is the main wall dividing the map into two big areas. On The Pit it's a solid wall but on Depot it's hollow and allows movement across the Blue, Green and Yellow areas. It does this while still maintaining the role of being a clear line between the two side and it still provides the player with a ton of cover. This is probably the biggest difference between the two maps. It makes the map play out less like a standoff (as is the case on The Pit) and the gameplay becomes more aggressive.
@ GrenadeGorilla8 and Nutduster, thanks guys. I really couldn't have finished the map without your help testing and continuous feedback. Hopefully we can play on it again sometime with a nostalgia night at tgn. @wpcubs, yeah I haven't played rebirth in a while but it is similar too, especially using the quarry as the ground, whereas most pit-like maps go for the artificial flooring. Thanks for the comment. @ Overdoziz, Thanks for taking the time to do the overview shot and the detailed comparative analysis. I agree about the overly standoffish nature of the pit so I do agree that I at least improved on that aspect. I took the liberty of downloading the blank overview to add to the op later, hope you don't mind. Thanks again for all the encouragement and all the help testing. And for either demolishing or carrying my team! Btw, I was also thinking about taking up your advice about posting the map at... er... i mean, putting up an mlg-specific version. Do you have any recommendations for alterations? I know drop-spawn is one thing, but should I slim down the power weapons? Is there anything else you would like to see to make the map as mlg-friendly as possible?
Change the map to be Midship. Seriously though, I can join you in Forge some day and I'll help you out and share some ideas.
The beauty and simplicity of this map is astounding. the braces behind the glass and the platform y's are very original as well. I love how natural it feels as well. Great map.
This looks awesome. Not only does it play out well but talk about aesthetics! It pretty much looks like a depot. Really like the unsc kinda feel. Best map I've seen in a while. But you were probably expecting good reviews weren't you.