NUCLEUS V2 Created by RJM619 Supported Gametypes: Especially designed for new gametype Conflict v1.1 Also supports Conquest, Land Grab, Oddball, & Team Slayer. Conflict is a variation of Conquest, but instead of simple back-and-forth action, the game emphasises multiple access points to each territory. Conflict maps have a 'Central Hub' with a greater number of entrances (other Territories have only 2) but also a power weapon. Controlling this central hub will be difficult, but its occupation gives a great advantage for taking over the rest of the map. The gametype is vaguely MLG-esque; BR starts, no Radar, but with no grenade starts (to prevent spamming), increased health & decreased speed. Like Conquest, there are 3 rounds of 3 minutes. For more information, check out the Conflict Map Pack Map Description The original Nucleus was based vaguely on a Honeycomb, but the new version has been extended to give more space to combatants. The map has 5 territories; 4 with 3 access points each, while the central hub has 4 access points. While it is difficult to control this central hub, it gives you greater command over the rest of the map. The structure off the map is a square within a square: THE MAP HAS A ROOF. IT WAS TAKEN OFF FOR THE PICTURES. THE MAP IS INESCAPABLE. Teams begin at either ends of the map. There is a shotgun (no spare clips, never respawns) for each team leader to take: Conflict maps have no grenade starts, to prevent spamming in the outer square: Control of the central hub is difficult, but critical. It can bee accessed by all for outer corridors, but gives greater command over the rest of the territories: Conflict maps have a power weapon that spawns above the central hub when there are 30s left of the round, to give the controlling team an opportunity for a Final Push. In this map, it is a Rocket Launcher (but it only has 2 rockets): This is an extra incentive to hold the tricky central hub. Weapons Notes: All weapons have a 1min respawn time, except the shotgun, which never respawns and the Rockets, which only spawns at 150s, giving the controllers of the central hub a chance for a final push on the rest of the map. Conclusion This is a remake of the first truly competitive map I made, so essentially it is Map 0 in the Conflict series (there are 3 more planned at this point). It is much improved from the original, in that I actually know how to Forge now! Anyways, I implore you to check out my other Conflict Maps Hourglass & Diamond, and I hope you enjoy. As always, feedback is greatly appreciated. Download Nucleus V2 Download Conflict v1.1
pretty cool. i like the maze-like layout, which adds to the surprise and intensity of the map, like u never where a guy is gonna be. nice post, 4/5
Looks very fun and chaotic. I'll download and tell you what I think of the game play. Great job. DOWNLOADED
I liked Hourglass and Diamond so I'm sure I'm gonna like this! 4.5/5 More interlocking would've been nice though...
This looks like a really good map but only for CTF and only as a one layered map. id like it if there was a little more to jump to.
Looks well made and like the others have said it would make for "chaotic" gameplay , also looks like weapon spawning isnt a problem here which is great. In a normal match which is better AR or BR Spawning , just like to know how well the gameplay is because it looks great i jut dont want a downside to it lol
It's desgined primarily for Conflict (the link is in the topic); a Land Grab variant I created, and am pushing as an alternative to Conquest. It's not really designed for TS though it does incorporate it; either would work - AR because it's quite close quarters, but BR because there's plenty off cover too. Maybe BR starts, but increase player damage resistance. Oh, and DEFINITELY turn off grenade starts; there is anerror with the weapons display as it misses off 2 frags that spawn near the Spikers. ============= For extra play, try out Conflict SWAT; its essentially the same gametype but with SWAT settings, and is pretty ****ing intense! Give it a try and let me know what you think; there is nothing that can't be changed for V2.
Just to let you all know this map has been remade, with a new level introduced, and a new gametype added. Check it out here, or click the link to the Conflict Map Index in my sig.