Onyx So, I checked out a lot of the 1v1 maps and I was inspired to make a new map myself. I'm also tired of looking at my maps sit and rot, so I might revoke my previous statement about not posting anymore maps and post quite a few, actually. So here's my newest 1v1 called, Onyx. I haven't really gotten a real game on it, but Confused Flamingo gave me some suggestions. I could really use testers- anyone and everyone. DL it and try it out. Leave some C&C, and what-not. DOWNLOAD LINKS AT THE BOTTOM OF THE THREAD. Pics: DOWNLOAD ONYX 1V1 GAMETYPE DOWNLOAD ONYX V1.8
As am I. I could see it being a problem that whoever got camo could drop and pick up snipe as well. Obviously play testing will figure that out. I'm not sure if the loss of height advantage would really make people think twice about it. Anywho, it looks good. If I still had a box I'd love to play. Maybe I'll make it over to a friends house and play test this at some point. We'll see. I've always been a fan of your work.
Thanks guys, but I'm not sure it's a problem, because camo doesn't spawn at the same time the sniper does. I haven't been able to test that theory myself, so who knows.
Suddenly.. I want to make a map. Looooks solid Eightball. Edit: <3 pink, <3 custom tele, <3 other little things. </3 lift that takes you like 1 unit, </3 other little things. There's more <3 other little things than </3 other little things.
The map's pretty small, so the weapons and powerups are very close together. The Camo, Sniper and GL could be all picked within maybe 5 seconds or so, though I understand the timers are different so this is unlikely. It's just that I'd rather see weapons and power ups in different spots to encourage movement to different areas of the map. Not sure how I feel about the Custom because of how players are forced to jump, then teleport, then climb a flight of stairs all in succession. It kind of takes players out of the game for a few seconds and restricts their options. Also that 2 unit man cannon is pretty redundant, it should just be a ramp. Looks promising though, will definitely check it out again once you have released it.
For second there I thought I was looking at Angst in the first screenshot. Looks kinda like the camo room on that map.
Yeah, I'll see if I can do something about the custom jump. The whole idea of it was to give up your height advantage knowing very well of the consequences of jumping down to get it. As for the power-ups, I can definitely move them around. At the moment, it's all about experimenting with them to find out which spot works best. The 2 unit man cannon was just me being lazy, but I can make that a ramp, no problem. Thanks for the feedback, Noooooch. [br][/br]Edited by merge: Thanks, Erupt. Now, go make me a map. Hahaha. Well, thanks. Yeah, I might have to do something about that.
Erupt and I were just talking yesterday about how a lot of your maps nowadays seem to be a pretty central room with somewhat forced connections around the outside. This map is nothing like that. Each room serves a purpose without any one room standing out as THE main room. I like it.
Thanks, but the name of the map is Onyx, not rainbow. I purposely made the map gray. I noticed that as well. Pretty atrium, lacking layout.. I hope this one turns the tables. I'm glad you like it
I think the issue arises from your ideas that revolve around the atrium already... what if you made two or three atriums? The connections may not be as forced. Onyx looks good, if you see me on Halo feel free to invite me. I have always enjoyed your maps and I'm sure that this will be no exception.
Yep, two or three atriums is actually the plan. I can make one atrium, but it can't be so pretty that I don't have the proper pieces to finish the rest of the map and make the connections work. I think I was so focused on making cool atriums, that I forgot I needed to make the connections to the atriums possible, or efficient. No more forced connections. Thanks.
I won't comment on the layout as a whole until I get a rare chance to play on it, but I definitely like it more than Cerlean. It's much more simplistic and will likely play faster. Plus, the different geometry will help with the orientation on the map, when considering the massive gray. Seeing as I haven't played the map, I wouldn't take this feedback into consideration yet. Anyway, these are the concerns I have and how I would address them (without obliterating parts of the geometry): 1) From bottom mid (by sniper), it takes a while to get to the area above the teleporter when realizing you have to travel all the way to the other side (That may give that area a unique element though, being an alternative route to camo as well as a reliable jump to health pack). Also, I don't really like that lift, considering it promotes an awkward encounter when someone else is about to jump up from the other side. *1) Remove the lift altogether and place the receiver node (for that teleporter by snipe) where that door filled with rocks is in. It would make that area quicker to get to, and it is exposed through the window, meaning you have a second chance to pick somebody off if they flee through there with the sniper. 2) I don't like the OS placement, considering you disappear after grabbing it (pretty odd for risk/reward to me). *2) Simply Place OS in the spot where I had you move that receiver node from. It doesn't seem like a bad location for a powerup either. Btw, if you still want a going away present for that jump-tele, I would lightly suggest plasma or frag grenades (or else just 1). I tested it to work, but it would give you a chance to hit the guy chasing you. It's kind of a trade-off in terms of skill because it often depends on timing, but you could also watch the node and stick the person. Despite that, it may make the guy think twice. And if you go with grenades, you have the option of moving spiker to that skinny platform. 3) The lift in the back-camo corner is awkward and unnecessary IMO *3) Pure and simple, but I would suggest removing the lift in that corner and convert that into a simple ramp. It's not too great of a movement option, but it will do for now. Whether or not you heed my suggestions is up to you. I don't want to insist that I'm right with the ideas I have here, so hopefully I can get a game some time. I haven't been playing customs lately though. Let me know what you think.
Okay, this was helpful. I have updated it (before I read this), but I'll make those changes you have suggested. Um, I'm not 100% sure on some of them, like, if I will do it the way you described, but I'll make the changes and put it in my FS for you to check out. Thanks a lot, man. That was a big help.
Hey Eightball. It's me again. That freaking 8 year old who started the talk of Aerowalk on your Cerulean thread. I'm questioning the health pack positioning in the first picture. It looks like it's on the floor on a really narrow catwalk. (Can you call it a catwalk if it has a wall on one side?) In terms of gray, I don't think this map is that bad. There are many different shades of gray (not just brace large gray) and the rocks look nice too.
Hey, thanks. Where the health pack is, that is actually a small platform that acts as a tactical jump. I put a health pack on there because I felt that it would not only be a creative place to put one, but also make players kinda risk themselves to get it, because if they fall off, they lose their height advantage and are forced to make their way back to the top of the map. Re-gaining health is an important factor in staying alive, and I thought I'd make it just a bit harder to do so. I purposely made the map gray, but I tried to add some rocks into it to take away from the overall blandness.
I like the risk idea, but wouldn't putting it on the wall be a better choice? It would be more visible from the bottom floor - first time players could more easily see what their opponent is going for.