Once a place of worship to the Great Maker, these ruins house unmaking on an unforeseen scale. EXCERPT FROM [REDACTED] LOG: LOCATION: [REDACTED] , [REDACTED] - Site 1359 DATE: [REDACTED] Prospector's log: Entry 18: Day 47: Unprecedented. The team has finally completed excavating the main structure of the [REDACTED]. What our excavation has discovered was incredible, it appears ancient, yet far more advanced than imaginable. I've sent for [REDACTED] to aid us with deciphering what we've found, and hopefully, lend a physical hand. Prospector's log: Entry 19: Day 54: [REDACTED] have arrived and they've begun sifting through the excavation data. There's been a breakthrough. [REDACTED]. This could prove to be dangerous. If this were to fall in the wrong hands, our team, let alone the rest of [REDACTED], are doomed. We must inform command. Prospector's log: Entry 20: Day 54: Comms are down, [REDACTED] are heading back to H.Q. and are going to attempt contact command manually. God. They've left a weapon cache behind; they full well know that [REDACTED] is a potential H.V.T. for [REDACTED]. The team are prepared to leave and our equipment is stowed away safely. It seems wrong to even think about leaving this place. Chances are the [REDACTED] will be ordered in by command to tear the thing down. Prospector's log: Entry 21: Day 68: Still no word from H.Q.. Nor from [REDACTED]. It's as we feared. The team is digging in ready for [REDACTED]. We must not fail. END OF EXCERPT. MARDUK: 2-8 Players Supported 2-8 Teams Supported SWAT, Slayer, Slayer Pro, Oddball, KOTH Supported -Thanks to Mace and various testers who helped fine-tune this map
Dude, looks awesome. Will definitely give it a look. My main concern is that it goes from being a tad to open outside. Too a bit confined inside. But I'll check it out. Nice work!
Helping forge this map was a blast! The rock aesthetics were really fun creating as well as the top ruins. It looks like you took what I did and brought it to the next level, making it a great ruin-natural map. I'm glad the teleporters worked out game-play wise, and hopefully same with the weapon placements. Awsome map bro.
Aside from the map looking a bit to open on the outside, it looks solid. I like the concept but in the future if you're using filters - provide a filter free version. I know filters give a cool effect and all but it really diminishes game play for some. Not all TVs are the same and filters look terrible on some peoples. Beside the negative - I realllly like the look of the map, it gives a reallly cool gears of war look, and it strongly gives me the feeling that the map is underground. Anyways it looks great as a whole.
Hmmmm, looks interesting ill give it a DL now and play later. Ill give feedback later tonight when some of my friends have had a few rounds on it.
So basically I was all like "since when does QKT make maps?" when I followed your link. Then I was all like "Ooooh yeaaaaaahhhhhh! I remember playing this!" So now I'm here giving you an ol' bumpity bump bump. At first I didn't quite like your map because it's very vertical and can get close-quarters on many occasions. The more I played the more into it I got and the better feel for a map I got. This was also the first map that I played that used the one-sided shield door elevators in a useful way, I used them very frequently to get behind the oppostion. Though you probably wanted the choke point and the action to happen on top of the pyramid, I was still looking for some conflict and encounters at the ground floor as well. I also didn't notice the teleporters until now I seen them in these pictures, haha. Oh and that's me in the EVA on the title picture.