Plaza 6-12 Players Plaza is my Flag Reset Contest Submission. It had originally started out as my TS/Arena MM submission but i had concluded that it played better with 5v5, so i had to make some changes. Plaza is an asymmetrical map designed specifically for 1Flag. Weapons aren't finalized, the rockets and shotgun only represent neutral locations where i can place weapons, I just haven't decided on what to place yet. Sniper on the defending bridge is the only one I'm sure of at this time. Any and all feedback is greatly appreciated. Thanks! Also, note: the 1x2 Blocks in pic 6 are most likely getting removed. They were originally the Rockets location, I just forgot to delete it. Pics Spoiler Overview, check out my Paint skillz! Red/Defender's Base Blue/Attacker's Base Also, for anyone who is knowledgeable with spawns, i could use some help with some of these options. Spoiler This is my current spawn zone setup for objective gametypes. ( It is completely dynamic for slayer.) First, do you think the sizes of these zones will work and do you think flag away respawn zones are neccesary. What i found frustrating about a setup like this is, it almost punishes you for grabbing the flag. it pushes them out of the base to exactly where you're trying to go. Of course, it is possible if there are two neutral locations on different sides it may not be an issue. This is also a possibility. However, Red team constantly spawning in their base could be problematic as well.
Are you talking about the corner around the crate? IMO the height variation with the 2x4 and 4x4 blocks (refering to size not the actual forge pieces) do a great job of cutting off LoS. Not to mention it is the highest point on the map. I'm not tying to shrug off your feedback, I'm just trying to gain a better understanding of what your concern was. I definitely can look into adding to the structure in that area, it wouldn't be too much of a problem if it proves to be beneficial.
Could you please resize your images? they're not auto-resizing in the spoiler for me... so I have to keep scrolling left and right to understand what the heck is going on. I don't understand the reasoning behind that crate as a tac jump in the top left, why not a ramp? You have the space...
This looks boss Xanon. I love the different routes into the defending base. I could see this being fun on both offense and defense. I'm interested to see how your spawning works, since the defending base is so small. Please invite me for a test.
Done. I'm not sure if i can add a ramp without it being to cramped. Ill give it a look. @ Paints Thanks, Ill have a playable version by the end of the day. I don't see spawning being too much of in issue, but we'll see. Haha Xanon, I forgot about that. Thanks for all the feedback guys.
You never released this?! Daaaaaaamn. Well, you know my stance on the map already. Shame we never really got any games on it way back when. :/
Hey Bows, I remember playing this many times during the Team Slayer task. The community was thriving during those days, a lot of good maps were made (although not many of them made it into MM) and this was one of them, althouh it was better suited for 10 players as you already stated. The layout is great for 1 Flag. There are a lot of routes to choose from each with different strategies for them. I remember the rock cave being a great flank route, but the gold in front of it was tough to hold down. The open grassy area was a very exposed route, the two Snipers became very important here. Whichever one was a better Sniper really thrived and helped his team oush or defend. I see in your OP though that weapons are tentative but the two Snipers would very well in the positions they were in for the Team Slayer task. The forging is very clean and consistent too. From the looks of the the pics, it also looks efficient. I don't have any more specific feedback than that, but I would not mind helping in testing if I happen to be online when you are, and provide more feedback after testing.
Yeah, I was never satisfied with it so it just got thrown in with the rest of my failures. The flag contest motivated me to take a look at some of those failures and I saw some ways to improve this. Some of them seemed obvious lol, I blame It on rushing to meet a deadline. I started to hate forging for specific tasks because it felt forced. Not saying I couldn't forge for one, I just don't need to feel so hard pressed to submit something. That being said, I do plan on releasing all of my incomplete projects that I feel are worthy in the coming weeks. Thanks, I remember your only complaint that I didn't have a solution for was your dislike for the lack of ramp to red sniper off the initial spawn, which is fixed now. I like the grassy area being the most exposed area, though I did raise the man cannon on that platform/plank which helps cut off some LoS. I also liked the two sniper setup so I'm working on finding a place for blue. It was completely reworked so my previous sniper spawn location is gone. I would love to get some more feedback from you, hopefully we can get something going.
Haven't you posted this before? Anyways I like it. The area in the fourth picture looks nice. Good luck with the contest.
Nope, I posted it in the library and I think maybe a preview, but I don't think that matters. Thanks, I'm glad you like it. [br][/br]Edited by merge: Added a new overview and some spawning diagrams that i could use some help with.