Welcome to OCCIDIO (this is the DL Link) Overview Map Designer: I RIFT I Gametypes: All MLG Gametypes playable Plays Best: TS, FFA, CTF Plays Worst: KoTH Weapons x4 Battle Rifles x4 Carbines x4 Plasma Grenades x1 Mauler When building Occidio, I wanted to achieve several things. I wanted to change up the MLG formula. Not much, just enough for players to notice, so instead of using the sides of the map as the base areas, I used the corners. This required a TON of Geo-merging, more than I ever hope to do again, but I believe it was worth it. Anothing thing I wanted to do was keep the combat moving and dynamic. I didn't want easy points of control that felt overpowering, and I didn't want a basically flat map with multiple level, so I built most of the map above the ground, and angled. I wanted something that had a lot of vertical combat in mind. It's hard to come up with something unique that can be deemed "MLG," but I think I hit the nail on the head with this map. Blue-Side Corner If anyone else has ever Geo-merged, they know 2 things that are painfully difficult to do; to Geo-merge an object into multiple surfaces a lot, leaving only a small portion of said object left on the map, and Geo-mergeing an object into multiple surfaces a teeny-tiny amount. This map has plenty of both, and building it wasn't as simple as letting nature take it's course. A lot of it was forcefully put in place, which is a ton harder than it sounds. Blue Base Corner Now for a brief description. Occidio, literally meaning "Massacre," was built for any MLG gametype, but functions best on TS, FFA, and CTF. Oddball is still pretty fun, but KotH is a little off on this map. I did what I could to get it working right, and get it moving properly, but it always seemed less polished than the other gametypes. Center Pillars The map is pretty dynamic, allowing for multiple paths across to the other side, far more than most people think. Getting around is just as easy as any other MLG map, which was kind of a challenge in it self. Some of the A and B Signs that were Geo-merged into the ground were some of the most challenging objects to glitch, but they make for perfect jump pads as well as directories. Red-Side Corner If you haven't noticed yet, I didn't use any concrete barriers or boxes or anything that could move at all. I don't like those kinds of objects personally, and they feel a little... ugly. I try not to use them whenever I can, but sometimes it can't be helped, so I sympathise for those who do use them, and make it work well. Also, I put a crate over the crane hand, then put another crate in the opposite position, for symmetries sake. I RIFT I Overview The bases aren't ornate, or anything special. They are simple, but that's all I wanted. I love the whole base design idea, as I've done it myself, but this map didn't feel right with it, so I simplified it down to simple crates in the corners with little lights indicating which base they are. I wanted to use Red and Yellow lights, to corrispond with the Red and Yellow signs, but this is MLG, and I have to stick with the RvB spirit. As a final note, I would like to add that this map may pop up again in the Competative section, as I'm planning on converting it into a standard style map with lots of different weapons not used in MLG. Untill then, I hope you enjoy this map, as I've had a ton of fun building it. It was a real learning experience! "Believe" Special Thanks To: I Chieftain I - for helping with weapon layout CeeJ Mantis3 - for helping with asthetics Rocketdriver, I DarthBooger I, and company for helping me test it!
its very simple a neat. the only problem with it IMO is the lack of interest. it looks boring, there's nothing that makes it say BAM! Oh and new geo-merging. i might dl, thinking about it. Neatness: 4.5/5 Creativity: 2.75/5 total: 3.5/5 nice map.
I know this doesn't matter a whoel lot, but 39 objects on the map are Geo-merged. It's an odd number because there's only one crane hand... just mentioning. Thanks for the input. It's good to have constuctive criticism. I was thinking about spiffing it up some more as well, so you may see a V2 sadly. I say sadly because I don't like the idea of continuously revamping a map. Just get it right (lol).