"*" = changes Yo bros, I decided to make one last "Brace Large map" before changing up my style in future projects. I'm still making minor adjustments according to a few tests I've had, but any feedback is appreciated. If you to walk around or get a game on it, click HERE, but keep in mind hat haven't had the chance to swap the files for the recent changes. Mango Unchained is a reimagination of my Reach map Soliloquy, but has been enlarged to a 2v2. Weapons: *Scattershot *Concusion Rifle BR: 2 *Light Rifle: 2 Boltshot: 2 Plasma Grenades: 2 *Pulse Grenades: 4 Screenies: Thanks Urban Myth for nabbing these shots for me. Thanks for viewing.
This looks really Nice! Solid looking layout and design, and I love what you did aesthetically. Using the 5x1 blocks to connect the tops of the Large Braces? Geniusness!!! I'm also a huge fan of creating structures that are outside of the maps playing field (referring to the last picture). I think it really increases the immersion of a map, and really makes a forged map seem like a pre-built map (if that makes sense). I'll definitely give this a download and a playtest when I have the time! Great job Behemoth. -Hydrolysis
Thank you for the compliments kind sir. I never really care for the aesthetics until the basic map is built, but Im glad i could make them stand out. I'd love to hear what you think on the gameplay though.
Looks cool. Don't switch out the shotty for scattershot, though, the scattershot has a random variable in damage calculations. Makes it a really poor competitive choice. If you're worried about an OP shotty, I would use the Boltshot.
Thanks for voicing your concern, Almond, but I have two Boltshot's on the map already, which are hardly used. I just feel the shotty is TOO useful because of it's power and range compared to the scattershot (which takes a bit more skil, in my personal opinion). Come test it wit me sometime soon, I really value your feedback.
The power of the scattershot isn't really very different from the shotty's. It's probably the really random damage output that is masking the scattershot's power. Besides, the scattershot has a higher RoF than the shotty, which means less punishment for missing shots. TBH looks way better than that 1v1/2v2 map that you showed me not too long ago I'd be glad to playtest with you.
I agree that moving away from the Brace Large style is in order, because this doesn't stand out much among all the others, though it definitely seems like a stellar layout for gameplay. However aesthetically I really like that last shot where you can see what you built outside of the level, the rocks & trees look pretty natural and give something as a backdrop other than solid walls like most people are using... Perhaps you could place a few tin cups under the trees to make it look like they are growing out of grass?
Again, thanks for the compliments, but I'd really like someone's opinion on the layout and/or gameplay. The only thing I was "showing off" in terms of aesthetics was the cliff. The map is pretty simplistic in design, so yeah, I could splurge on the look of the map this time, but I really wish that the majority of you newcomers would stop making the aesthetics the number one thing in a map; unless you're an aesthetic forger and post in the aesthetic maps section, if one even still exists. I'm not saying don't comment on them, just don't make them top priority, unless the author has asked for feedback on them as well. Thanks.
When will you be on? I'd like for you to play with the new weapon layout, but I'm too lazy to put it on my FS. <3
I don't care there are a lot of Brace Large's, it still looks really unique man. How does it play? Does play tend to funnel to the centre of the map or is it have a more circular flow?
The only real incentive to go through the center is either the OS, or posting a one of a few advantageous lines of sight. To answer you question, it's more circular, with a side of bacon intersting cross-atrium encounters.
I see, very interesting indeed. Looks like a very well thought out design. I expect bacon on my first arrival, don't disappoint
There shall be many bacons. Many many bacons. Oh, and hidden cones. Woops... Aschur and I are playing around 6ish PST tonight if you're up for joining.
Yussssssss. Ahh ****, I'm currently 20 miles away from my Xbox. I'll be back on Monday for dem baconsies.
I felt like the gameplay moved circularly, which was fun because I could run through the middle to flank. That said I think that the outer rooms need some lines of sight cut off before they can see into the base, honestly, I'm just having trouble with this on my current map so I see it everywhere, don't listen to me.
Makes sense. Thanks for the input, Oasis. I'll see what I can do Oh, and I never really design "bases" in a 2v2 like this, but I can definitely think of some areas to segment a bit.