Howdy Hubberssssss So Parking Deck is your basic 2 base map, with open territory in the middle This map is mainly made for CTF, multi flag mainly. However this map has possibilities for any gametype possible. Also it has a small underground path for the vehicles to drive in. Each base has a flag in it This can be a very tactical game The Basic contents of each team 1x Long shot - Sniper 1x Blow shot - Shotgunner 1x Demolition man - Brute and Rocket Launcher 1x Rifleman - Assault Rifle 2x Vehiclist - Mongoose or Ghost excess players if necessary Gametype Details Increased gravity no infinite ammo no recharging grenades ScreenShotssssssssssssssssssssssssssssssssssssss Map Overview 1st Base Second Entrance to the 1st base. Second Base Open Territory Entrance to underground path Second entrance to the underground path, meant for vehicles 1st Flag Spot 2nd Flag spot Each Base has a Gauss Turret Each base has a Sniper Each base has a Shotgun Action Screenshots There's my map Download and enjoy Parking Deck Map Flaggish Gametype
This map has practially no cover which would make it nearly impossible to cross the open ground without the gauss turret or anything else for that matter completely destryoing you. So I recommend that you create an heck of a lot more cover and that you at least take the gauss turret out. Also I recommend getting some actual testing in on your map not just what you did to fake your action shots. 1/10 P.S. it is obvious that you just took your action shots using you and a guest since the blue guy always has an ugly green stripe and the red guy always has hyabusa on
Agreed. Remove the Gauss turrets from each and replace with a demolition class. In addition add some cover if you have any more money (That's what she he said!). Until you do that, I don't see this turning out very well for gameplay. Use some of these tips and people will like it a lot better and download your map. The grass was a nice touch though. You may want to test it with some of your friends or set up some test sessions here at forgehub.
Dark encrypter has a point, the moment I saw the guass hog I thought that you must have spent alot of time on this maps desing because making a map with a guass hog always makes an unbalanced map unless you work really hard to nerf it, this is one of these maps where it can go either way, either the sniper is absoloutely whored out and the guass turret is a no go zone OR the gauss turret merely shoots the sniper of the edge of the map as you can see, when you make a map please go through at least a short design brief. Cover is a necessary thing. My final point is: why not simply get the hog planted(Wheels merged into floor) it would save alot of wall jumping and budget.
It's not too bad, actually. The Gauss probably wasn't the best idea though. Could we have some pictures of the underground path as well? You might want to move the sniper so it isn't blown off the edge by a fray grenade. Aesthetic cover could probably do this map a lot of good, as well as a larger variety of weapons. Correct me if I'm wrong, but it seems like one side has both ghosts and the other has both mongooses? This isn't too balanced unless unless the mongoose team has at LEAST a little more grenades. Even then, the stationary turret can still tear them to shreds. Nice job with the mancannons, they allow for a quicker and more direct route. Also, can the mongooses move on the tin cups?
i gave it some cover, also took out the gauss, and created a demolition class, which gives them a brute and a Rocket Launcher Screenshot 5 gives a view of the new middle territory
My point still stands though that testing is really important. If you didn't bother to test out your map and find the bugs in it then what is the point of posting it. P.S. I hope I dont sound too mean, I just think you didnt put enough effort into the map.
Damn, that looks like a new map entirely. The cover isn't aesthetically amazing but that's not a problem, because its function is more important. Now, when you say classes, do you mean there are separate areas where those people spawn or those are just the weapons in the base? If it's the latter you may want to add a weapons list to this post. And I disagree about the testing. While it will help the map, it is not a necessity. If this was going to be a more competitive map then you would need to work out all the bugs, but it isn't too competitive. Nice job taking people's advice, by the way. Not many people do that, and as quickly as you did either. Forging looks nice. I would download but it's not exactly my kind of map.
Gameplay will go as follows: 1. teams rush with vehicles 2. gauss turrets take out vehicles 3. one gauss turret dies 4. the team with a gauss turret rushes the enemies and spawn camps them 5. gauss turrets try to pick people off from the other base I tried a map like this once and the concept failed without customization. Gauss turret range MUST be reduced by placing cover which will also balance vehicles, or adding FX, gloomy. I found gloomy alone cuts the effective range of a gauss turret to nearly 1/6 of its prior effective range. The actual range cannot be reduced, but rather the chance of hitting a target quickly diminishes in darkness. The new middle area reduces the gauss efectiveness but at the cost of the other vehicles. In a way it is turning into a standard btb map but in skybubble. There is still nothing wrong with that though. You map still needs much work and significant testing. Usually CTF works better for gameplay focused on bases in which case I found the follong gametype works will, allowing individual players a better chance against vehicles: AIR.CTF