Limestone

Discussion in 'Reach Competitive Maps' started by II6clique jxIxj, Aug 1, 2011.

  1. II6clique jxIxj

    II6clique jxIxj Ancient
    Senior Member

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    Limestone


    Limestone is a map that I have been working on for a very long time. The basic layout has been finished for about three months but in my opinion that's only one of the initial steps of a maps progress.

    The two goals of Limestone were to create a lag free, symmetrical map that supported multiple people on the same console and design aesthetics in each area of the map that were so diversified that you would instantly know where you were.

    Creating a lag free experience and quick orientation map were not easy hurdles. I have redesigned Limestone five times (You may have caught a glimpse of version one which was called Dare and a glimpse of version three which I posted in the testers guild) and have tested it unforgivingly. The final result is a gameflow which naturally flows towards the outside ledges, up to the high ground, down the center into the caverns below, then back out to the ledges. Creating a nice flow with many different sized areas that provide multiple options as to how you want to retaliate.

    I recommend playing your gametypes 3v3. Limestone plays the best with that number of people. 2v2 also works beautifully and offers constant action while 4v4 is a little crowded and 1v1 is a little to slow.

    When I first sat down and started designing Limestone on paper I decided that one of things I wanted to accomplish with its layout was one that could be played on twice. Let me clarify what I mean a little better. The map is oval shaped so when you play symmetrical gametypes on it the spawn markers are layed out for playing the shallow direction while asymmetrical gametypes spawns are set up length wise.

    The map feels alot like The Pit when playing symmetrical gametypes and alot like Contruct while playing asymmetrical gametypes. Two great maps which really influenced the design of Limestone. I have done lots of research on the effects of each kind of forge piece and how it effects frame rate. Not only have I accomplished a minimal number of pieces on screen at once but I have also accomplished a 5,000+ remaining budget. Two priorities that once I combined them have fused together a map that can accommodate two players on one console completely lag free. A task that required many redesigns in order to accomplish.

    Alright, I'm done talking. Time for what you really care about pictures, weapons list, and download link. I am entering this into the 5,000 budget contest so please vote.

    Weapons List:

    Grenade Launcher: x1
    Shotgun: x1
    Focus Rifle: x1
    Needle Rifle: x2
    DMR: x4
    Plasma Pistol: x1
    Spiker Rifle: x2
    Evade: x1

    Pictures:

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    Thanks to:


    Torched Frog
    Bartoge
    Locke87
    L1 GhOsT IL
    Brucer420
    The Other Guy1
    FC Elijah
    Itz Electric v2
    MrJRu
    Bearcrax
    Havoc v9
    Jsnipes007
    Vikingfan555


    Special thanks to:


    Bloody Duckers
    Reflext Ion
    Berb
    Nutduster
    Flying Shoe ILR
    P5 X
    Undr Zid


    And thank you to everyone else who helped me test my map
     
    #1 II6clique jxIxj, Aug 1, 2011
    Last edited: Aug 1, 2011
  2. ryana1998

    ryana1998 Forerunner

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    from the pictures...this looks like an awesome map :D
    imma try it out 2nite with meh friends
     
  3. XxPACMAN97xX

    XxPACMAN97xX Forerunner

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    i saw it on official duck films nice work
     
  4. torched frog

    torched frog Ancient
    Senior Member

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    top job, the flow on this map is as smooth as a babys ass and the rock changes have realy made a differance
     

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