Orbis This is a Rotationally symmetric map that I've been working on it for a little while now. It is in a testing phase now, so if you are interested in testing it out let me know. I keep the newest or close to it in my file share most of the time so if you would like to try it go for it. It is best for 2v2/3v3 but also supports 4v4, slayer is pretty cramped in 4v4, but matchmaking multi-flag works well. Now the part you really want equipment and pics: Neutral Focus Rifle 2 Grenade Launchers 4 Sticky Grenades Pictures: Red Flag (objective) Green sticky (red side) Orange grenade launcher (red side) Top center Bottom center Overview O, and this is the map im considering submitting for the 5000 budget contest, it currently only uses about 3500 in budget. It is also playable split screen from what i've seen in a few simple tests.
I am liking what you did with the strut in the first picture. Might I ask what you have sticking between them, because I can't really tell. Also, in the second picture I'm not sure if I am digging the floating walls. Is there anyway you can maybe extend it down so it looks like it is supported by something? From what I can tell the layout looks pretty good, and you have only used 3,500? Nice!
ooh it has a name now? i really love this project duck it really makes use of the focus rifle and involves a couple very cool tac jumps that generally better the flow and give the player that little bit more manueverability/agility.
It's the bottom of a Brace with the bottom of a Platform Y wedged into it. Quite a clever construction, OP.
I would like to give Orbis another go, seeing as the last time I was there with you, the other team was....less than active. Aesthetically, I like alot of Orbis, except I'd really like to see if you can make the exterior walls more unique instead of the coliseum walls and platform xl's.
Thanks for the feedback everyone. Moth, as Cobb says it is a brace, and a platform y in between the gap. I had never looked at that picture very closely but your right it does look a bit like those blocks are floating there. In game you can see it connect a bit better to the platform, but it may always have a little bit of a floaty feel as I want to keep the pathway underneath unobstructed. Indeed it does berb, for those that are wondering, Orbis is latin for "circle" while yes it isn't exactly a circle, im gonna call it close enough. Besides, the map's flow is more circular in nature. I remember the game you played on it Nibbles, that was defiantly not a good way to showcase the map for the first time to anyone, but not much you can do when people go afk. The way I typically forge is to start my structures very simple and then to go back and add details, and aesthetics later on as frame-rate and budget allow. These are the pictures I used to submit to the TG, but I have been working on a update that removes coliseum walls. This next version really extends some of the aesthetics from other places on the map and should give it a better overall feel. This version and earlier ones were more for testing flow and weapons than anything. I'll try to update a picture or 2 later today.
Looks like it has a nice, flowy layout. And it's pretty colorful for callouts. I wouldn't worry too much about the use of coliseum walls as long as you have more interesting objects decorating them, which you do. Hit me up for testing if you need to.
This map is in epic amounts of fun. It is just awesome. Though I'm not sure about what you placed on the walls for color. It seems less original. Maybe another piece would fit there? It doesn't detract from gameplay, however.
As many of you had noted I had coliseum walls, and platform xl's for the side walls. Those are now completely gone, and instead there is a more colorful wall, that has a bit more of a unique look that borrows elements from other sections of the map so that it flows better together. As pictures are better than words, here's 2 for your viewing pleasure. Red Flag Top Green Cyborg I will certainly send you an invite the next time i'm testing this. Thank you Slasher, hopefully the pictures above showcase the newer looks of the map, and give it a better overall feel. Thanks for the feedback everyone it is much appreciated.
FOCUS RIFLE! I loves me some focus rifle. mmmm.... Sorry, I got a bit off-track there. I like this new revision, the new walls are very pretty and i am happy to see you changed them. I am not particularly intrigued by the layout from what I see so far, just because the design is so simple, however some of the simplest and most used designs- when used properly- can make the best games! So therefore if you need another tester just let me know and Ill help you out. Unless Im offline, dont bother trying to get a hold of me then.
My only issue with this in your second NEW picture is the opening between the Tall & thin blocks. My concern is jetpackers going into it. Is there at least a soft kill in there?
They can in fact go in there, but the only thing they gain is a trip to the bottom floor. Think of it as a chimney with no cap. For those wondering, I can confirm that there is nothing inside of said chimney that can be landed upon. Also trying to land upon any structural pieces not intended for play on this map isn't going to work as a soft kill covers all of them. I'm going to be looking to re-do the soft kills of the map in the coming days to allow for more jet-packing height. Audience I will indeed hit you up for testing, and I'm surprised that you haven't been in a game or two on it yet. The design is fairly simple, but that is what I set out to do with the map, as you said sometimes the simple designs can make for some of the best game play. Last night was the first test of Assault on the map, we played it 3v3 and I was quiet pleased with how that played out. I still need to review the footage from it, but I think the spawn changes helped out a bit, of course it being 3v3 would've helped as well. I can also say with certainty now that the wall changes worked well, no frame rate drops or issues the map plays smooth, and is still sitting nicely on the budget at around 5700 left (i used a lot more decoratives). I'll probably be testing this for a couple more weeks to make sure all is well, and checking each gametype, so if you want to ever test this with me, just let me know. All your feedback and responses is very much appreciated.