New updates in red Hey guys! I have another map! Okay, as soon as I read the quote from the 2v2 contest, I was instantly inspired to truly create an awesome map to experience this little story on. Other than doing new weapon spawns (no initial drops ://) and tweaking spawns, I just need to keep testing. So to any of you who are interested in getting in a game on this with me, feel free to either message me here or on xbox live. More about the map: Dusty is an urban 2v2 designed to keep you on your toes and promote teamwork in flanking and in communication. There is a Warthog in the central courtyard which is surrounded in a trait zone only allowing the use of the turret. There's a lot of height variation and interesting sight lines which will have you attacking or watching your enemies in unique and different ways each time. Opened up small room opposite Sniper spawn (far left of screen #2, out of frame) Disabled all use in Warthog/replaced with Gauss for aesthetic Weapons: 1 Sniper, Spawn: 120 1 Railgun, Spawn 180 2 Carbines, Spawn 30 2 DMR's, Spawn 45 Screens courtosy of Titmar: Thanks for checking out Dusty so far, it will be up on my fileshare soon. Any and all constructive critisisms welcome!
This looks rather grand! I'll test if you like, though I'll warn you, I'm rather poor at this game. can't give much feedback based on the images, no idea what this layout is.
This map looks very nice and I can definitely see a good attempt at promoting teamwork. I am always happy to help test, so just send me an invite or request.
Thanks for the comments guys. All four of us could play tonight, possibly? Just message me whenever you guys are on.
After playing about two or three games (can't quite remember how many) on this already, I'd like to give my feedback. First of all, I especially like the urban theme. Dusty is instantly recognisable as a backstreet arena sort of map, and all the crates strewn across the streets certainly reinforce this impression. I'm a fan of the idea you have for it, where your enemies can literally come from anywhere - you've included so many trick jumps and ways to traverse the map, it truly makes for dynamic gameplay where a player never feels channeled into a particular area. For example, there are at least five different routes a player can take to get from one end of the map to the other. However, I thought many of the jump-ups to the upper levels (crates and stuff) were too risky to be used often. I generally felt safer running to the outskirts of the map to reach my destination, and would only use the jumps if a Needler or Sniper had just respawned and I wanted to reach it quickly. But I blame radar for this. With no radar in the Dust-Up gametype, I think the jump-ups and various trick jumps will see a lot of use, as you could ninja an enemy scoping down a corridor if you jump up at him from two feet away. I wouldn't change the jumps if you're aiming for this to be played with the competition's gametype. I think the ledge above the Warthog, at the very back of the map, saw the least action. With the Dust-Up gametype, you could try putting a DMR up there as it offers a lot of long LoS, and could be a good place to secure a few kills before ammo runs out. Also, a quick suggestion that you may or may not want to use - how about replacing the Energy Sword with a Rocket Launcher (0 spare clips). On a 220s respawn timer, I don't think it would be that overpowering, and there'd definitely be a rush for it every time it comes back. However, it may not be that competitive... Just a thought. Feel free to invite me to a game whenever you're online. I certainly would like to test this further and try to exploit areas of the map.
Yea, this was purdy fun dawg. Kazerra's right though, make those tac jumps a little easier if you want to keep 'em. Another thing I noticed was the area of the map directly opposite from the sniper spawn. There was quite a bit of height variation in that general area along with some tight corners which lead to most of the encounters in that area feeling a bit too cramped. But overall I really liked it my dude. Excited to see how it turns out
This was the map we played on? Looks different for some reason, did you do it over on a different canvas?
When did you build this!? You need to show me this. Aside from the shock, I think the idea with the warthog is really interesting and new, and your layout of the crates really breaks up the openness, yet does give it that sort of warehouse feel to it. Next time you're on, I'll swing by forge and do a flythrough.
@Spin, this is a completely different map. I'm fairly certain you haven't seen this yet. @Dax, I opened up that little room you were talking about opposite of Sniper spawn, and it's a LOT cleaner/better in general. I've also added a lift under red spawn (garage behind 'Hog). @Kazerra, thanks for the write-up. I have addressed the issue of low traffic on the taller area (red spawn) by using a lift. After testing the lift, I noticed that the ledge got a lot more action, and played really nicely. I just downloaded the gametype for the contest and it has radar? Which is now making me re-think the jumps in the center you were talking about. Hopefully they take out radar (much more competitive, IMO) because I really like them :// I've also replaced the sword with a railgun; added 2 carbines, 2 DMR's, and 2 sets of 'nades; and opened up some of the more cramped areas.