Lotus has been given the green light to be part of the Bungie vs. the World playlist on 7/7. You can check it out HERE Lotus is a medium sized competitive map located in the crypt on sandbox. I designed this map to give the two ghosts on it free reign. The map does have two sniper rifles and two rocket launchers, but each of them has zero clips and a 90 second respawn. During testing this seemed to create more movement throughout the level, while limiting the dominance of the power weapons. A good BR is still the best choice for most game types. Let me go into a little more detail about the weapons, as requested. First, the rockets and snipers. My basic thought process here was to split 1 rocket launcher with 4 shots into 2 launchers with only 2 shots to balance the map. The map is pretty big, and 2 shots will only net you a couple kills, but I think the two launchers were needed to balance the ghosts power. The rockets respawn times were tweeked and retweeked and trust me, 90 seconds feels long during a game after your two shots are quickly fired. This dynamic causes players to constantly look at the corners to check if the rockets have respawned (and since they are backlit they are very visible from across the map). The snipers were a late addition, because everyone who tested this with me begged for it. I first added one in the middle, but noticed that one sniper with 8-10 shots could hold down a corner and rack up kills. So again I split the sniper into two pieces, with half the ammo. 4 shots will also only net you a few kills, but is worth grabbing since the lines of sight on this map are so long. The ghosts are my favorite part of this map, and one of the driving forces behind its development. They are powerful and as such set to the max 3 min respawn time. I intentionally made the map so the ghost could go every where, up the bases, in the bases you name it. It adds a dimension to game play that is not found in any other map I have played. Also I limited the number of clips in the needler, because from up high it becomes a damn good weapon, and 2 clips were too overwhelming. I have tested this to death, and these respawn and clip counts work. I hope you enjoy the map. Battle Rifle x 4 ............... 10 sec respawn – 2 clips Mauler x 2 ..................... 120 sec respawn – 1 clip Needler x 2 ................... 120 sec respawn – 1 clip Plasma Rifle x 2 ............ 60 sec respawn Brute Shot x 2 ................ 150 sec respawn – 2 clips Sniper Rifle x 2 ............... 90 sec respawn – 0 clips Rocket Launcher x 2 ..... 90 sec respawn – 0 clips Energy Sword x 1 .......... 180 sec respawn Plasma Grenades x 8 ... 10 sec respawn Frag Grenades x 4 ........ 10 sec respawn Active Camo x 1 .......... 180 sec respawn Regenerator x 2 ............ 150 sec respawn Bubble shield x 2 ........... 180 sec respawn Ghost x 2 ...................... 180 sec respawn Gametypes: The level was setup and tested for every gametype. I think Team Slayer and Capture the flag (two flag) were the best, but Territories, Assault, and King of the hill also played very well. Inside the red base Over view Top of blue base and sniper spawn Blue base from front Red corner, and rocket spawn Wall jumps, and ghost spawn The Lotus, and sword spawn [vimeo]4762461[/vimeo]
Wow this looks very impressive. I'm going to queue this for download now and have a forge-through later ! Some very unique structures showing off your forgery skill. A doubt I have, which I know you have already covered, but the 2 snipers 2 rockets? Without playign I can't really say, from here I'd suggest a longer respawn time, maybe 120 or 150. There is a good diversity of weapons and it looks like you planned them well. Again, awesome aesthetics and i look forward to "reviewing" this later R
wow, when first looking at this map, in forge, I thought bungie had made this, seriously. The weapon placement is solid, gameplay was original, and forging was fantastic me and my friends really enjoyed t
HOLY CRAP!!!! Brilliant! forging is fanominal! excellent weapon placement. Completely perfect I love it! 5/5... Only problem, I not so sure I like the ghosts in there
After having a quick run through... I am absolutely amazed. Brilliant structures, I love it. Only thing I would change would be to severely reduce the amount of power weapons / ghosts on the map. But hey I can do that myself 5/5 for sure.
I'd love to see this on the front page, but that's me. I walked around it in forge first and it has great layout and geometry. My only nitpick are the ledges where the needler is. Not the ledges themselves, but the jumps from the bases have a little toe stub that can cause a player to miss the jump. Other than it looks great. I also got to play some free-for-all and it flowed pretty well. Some of the steep angles are a bit tedious in a firefight, but it can't be helped. The steep angles promote tactics over run and gunning and highlight the need for highground. I especially loved the ledges over the basement entrances to the base. If you could change one thing. One more clip for the needlers. Umm, I think FFA might work pretty well since this is arena styled. I didn't check if you had other gametypes set up for that, but it would be a nice update if you do update. Great job!!
Well I must say that this layout is very interesting. I freakin love the bases and their aesthetics. The center structure is kinda wierd but its cool though, this is definitly worth a DL. My only worry is the 2 rockets at 90 seconds. I understand your statement about limiting the dominance of power weapons, but I still think thats too fast for a Rocket launcher, even with no spare clips. In a standard CTF game, those rockets would be used alot. What are the respawn times of the Ghosts? May I suggest a complete weapons list with respawn times and spare clip amounts? I know it may be a hassle but it really helps to show us an extended view of the gameplay before playing on it. Add the Ghosts and equipment too if there is any. Back to the map, It really looks good and alot of this stuff I havent seen yet. The jumps along the wall are awesome, like a quick shot across the wall, but your still exposed with no cover, its great. Once again, I really love the bases, that was an awesome addition to this map. All in all you have my DL, good job on a great map.
I absoloutely adore this map, I love the embedded video aswell, its a great post and an insane map. This contains great forging and interlocking! The aesthetics are brilliant and so is the center structure, i havent seen anything like it! 5/5
I am in lurv with your flag room design, it is like a colorful little shrine! This map reminds me of a condensed version of the classic 2Fort, with a very nice well protected flag room and a second story sniper bunker that requires a special jump to access as an attacker. I like the floral theme present in the central structure as well, looking forward to checking this out later.
Ant I would reccomend not writing in black text, It's hard to see on Forgehub X. I would probably pick a blue or green color. BTW I had alot of fun at your testing session.
Like everyone has said above me, this map looks amazing. You have given your map an amazing aesthetic touch while still ensuring good game play. This is rarely done and I will be shocked if we don't see this on the front page soon.
Wow this looks amazing aesthetically this looks amazing love the origionality of the centre peice! great map solid merging what more can i say! 5/5 and a dl from me!
Great job man, cant wait to be playing this on matching making, good luck with that hope everything turns out well, but i have a feeling things will go smooth. As for my thoughts on the map, all threw the process of this map being built i would check out the improvements that where made and the tweaks that were applied. You are a truly gifted forger with a great imagination, the gameplay is easily perfect, ctf, slayer, anything they all work great, the look of the map is outstanding, overall i cant complain about anything its all been done so well great job. 5/5
Excellent map. I played this 2v2 last night and it was a real pleasure. Everything about it worked very well. The most popular areas of combat seemed to be the sniper areas. I'll definitely give this a go on other gametypes, and with more people, but slayer dubs worked very well. Very nicely forged too.
The rockets definitely aren't overpowered. I tested this a few times and they were balanced pretty well by the snipers.
Lots of unique structures on this map that really make it stand out. The center looks very nice and I'm glad that it is incorporated into the gameplay. You must have really thought through the design of the bases. They look extremely good. The use of the two short ramps merged together in the corner to help guide your grav lift jump was a really good idea. Don't think I've seen that before. The only thing that I really didn't like about the bases was the steep ramps on the 1 side, but like RustyEagle said, it helps promote tactics and makes it harder to camp up there. I did notice that little toe stub on the jump from the base to the wall jumps. That's minor though I think. If you know about it or do it once, you can avoid it the next time. Great job on this map!!
This map contains some awesome forging. I like what you did with the rocket holder, that's pretty damn cool. The base design is unique ans so are the several structures dotted around the map. It has brilliant gameplay and aesthetics. Awesome job. To improve, keep doing what ya doing.
wow. the aesthetics on this map are absolutely amazing. ive never seen anything like it before. this is the kind of map that will stay on my hard drive for a very very long time. i would be surprised if this doesnt get featured. great job and keep forging.