MLG PROVIDENCE "MLG based map built for Team Slayer, Free for All, and Capture the Flag. 2-8 players recommended." DESCRIPTION I forged this map specifically to emphasize MLG game play and aesthetics. I wanted the map to flow freely, allowing players to have many paths to take when slaying and playing capture the flag. Top middle is inspired by MLG Warlock and MLG Element, along with the 4 base layout. The team bases (red/blue) are symmetrical to each other, and the neutral bases (gold/green) are symmetrical to each other as well. Keep this in mind as you go through the screen shots. The recommended game types for this map are MLG Team Slayer ZBNS, MLG FFA ZBNS, MLG 5 Flag ZBNS. WEAPONS 1 Grenade Launcher; 118 Seconds; 4 Extra Clips 1 Camo Powerup; 120 Seconds 2 Health Packs; 30 Seconds 6 DMRs; 10 Seconds; 2 Extra Clips 4 Needle Rifles; 10 Seconds; 2 Extra Clips 2 Magnums; 30 Seconds; 2 Extra Clips 2 Plasma Pistols; 90 Seconds 4 Frag Grenades; 30 Seconds 4 Plasma Grenades; 30 Seconds SCREEN SHOTS - Overviews - Roofless overview of the map. Loosely graphed version to help show the two levels and basic layout ideas. - Team Bases - Red load-out camera. Outside view of red base. Inside view of red base. Nifty quick-jump to top middle. Health pack, seen from initial spawn. - Neutral Bases - Neutral load-out camera. Gold court. Outside view of gold. Bottom gold. Top gold. - Middle/Purple - Outside view of purple. Bottom purple, shows location of grenade launcher. Top purple, shows location of active camo. DOWNLOAD PROVIDENCE Feedback is appreciated!
Next to MLG Oasis, Nexus. This is the best MLG map i have seen. i love what you have done with the struts over 1x1 tall thins, thats bad ass. im downloading now
I played in the test for this map with the TG, and although Im not an MLG person and despite some awful connection lag in the game I had fun here. There are many pathways and even though the bottom level is not used a lot- you still have a reason to go there. There doesn't seem to be a dead place on this map at all. Also I see you edited the lifts, good, I like this new version better. It was difficult to tell they were lifts before. This map is well made and provided me with some great enjoyment. Great work here, Res.
I played this some weeks ago i think, and i liked it alot. I think it's a really nice map looks smooth and its all around just great. It seems somethings up with bungie.net cause i can't DL the new map :/
-_- My live ran out which is why it isn't working. I'm getting it tonight almost certainly. Sorry about that. Thanks for the praise, I'm glad you all like it. Edit: Should be downloadable now!
This map was fun to play; great flow, fantastic layout with perfect height variation. It's good you moved the health packs to a more suitable location and you made the lift more noticable too. I still think you should have replaced the GL with a rocket launcher, but none the less it's still an excellent slayer map. Great work.
I agree that it is an excellent map, but please don't replace GL. It is one of the best weapons in the entire game.
Glad its released. I think I remember playing a custom on this. Very smooth layout, and plenty of covor. Loving the use of inclines and Elevation the map has. Great job
Getting a +24 kdr playing a game with you guys and a killing frenzy, I enjoy this map very much. Aha, I'm glad you cleaned up the framerate and fixed your damn lifts. Looks like something that could actually be in the circuit. Nice job on this one Remi, I like it much better than Compression.
After checking out the new version the only things that were bothering me were the starting spawns (spawn looking at a wall) and that there's still a LoS from base to lift, albeit not a very big one.
Base to base LoS is a very popular concept for MLG advocates. The reasoning behind it is that this allows for clutch plays in CTF games.
Uhohoho, had I been in the game you might find that kdr drop a bit ;3. But yeah, good to hear you don't think the lifts are stupid now. I too don't really find the starting spawns that great, but I don't see many ways to alter it besides pulling the backside of the base back a bit, or moving the spawns to where the flag is. The only problem with the flag situation is I feel there isn't enough space at the front to allow players to orient themselves properly before the game. In the least, with the spawns where they're at now, you can see the edge of the block and know you are able to either go left or right. I'd say I did the best I could in terms of altering LoS from base to lift, considering that it used to be a completely straight line.
Nifty quick jump? Haha nice. very professional map. One thing I noticed is you are prety talented during the early stages of a map. (layouts, planning sketching) and I can tell you planned this out. It's something I need help with, starting maps. [br][/br]Edited by merge: A back spawning hallway is never a bad idea. (behind the base) It should orient players, add more room for neutral spawns and initial spawns and also give players a way out of the open without taking too much away from the flow. Lemme know what you think.
Thanks. Honestly, it isn't that I drew it to perfection the first time... I literally re-made this particular map from scratch about 3 times. After a while you fix most of the problems. I didn't necessarily mean a hallway. I just meant expanding the back area to increase the amount of space the player has off of their spawn. To create a whole new hallway, though it isn't a bad idea, may not even be possible with the amount of budget I have left while also keeping the thought of framerate in mind.
well. if it becomes an actual concern and your going to fix the map. invite me, i can make cheap hallway
I really like the look of this map. It's got some interesting sight lines, pathways, and a good deal of depth. The only part that's bothering me from the pictures is the slightly crooked health pack in front of the initial spawns.
Unfortunately those are at a double 45 degree angle, so I'd fix them perfectly if I could but... I don't know the exact angle they're supposed to be at. I figured they were close enough to keep unobservant eyes from bleeding, and in-game, when your spartan is bleeding out of their armor, you just won't notice. If anyone has any particular angle suggestion for those, that'd be nice... ;3