This is my new project Reciprocity. I just finished the first build this morning so it's perhaps subject to change. The design is somewhat inspired by Longest/Elongation and Narrows in that it's a stretched-out two base design that should do especially well for objective games (assault, CTF, territories, and stockpile).
I saw the overview and was like "meh." Then I saw the first screenshot and was like "damn, this looks cool." It looks like framerate would be an issue here, but I haven't played it so I won't judge. Good work man, can't wait to play.
I have yet to really test it so I can't say for sure, but in full screen single player, both custom games and forge games, it's smooth like rich creamery butter. It's actually way under budget - only uses about 7500, roughly 500 of which is for out-of-map aesthetics that are far enough away that they shouldn't be a problem (think of the pelican platform on Rat's Nest), or could easily be removed if I wanted. The only object categories I've exhausted are blocks and bridges. If testing turns up any issues though, there are a lot of adjustments I should be able to make. So we shall see!
that was my reaction as well, but i look forward to our inevitable games on this, havent seen enough to give any constructive feedback unfortunately though.
It looks pretty cluttered..Eh, that could just be the screenshots. Your previous map, Curvature was really nice, so I've no doubt this will be the same. If you need more testers, you know who to call... And no, not ghostbusters.
Ghostbusters it is! Hopefully you'll find it to be less cluttered from ground level, in-game. The screenshots were deliberately taken from farther back and higher angles to show more of the structure - I think from the player's usual viewpoint, it is not particularly cluttered. Probably more so than Curvature though, which definitely had a lot of breathing room. This is meant to feel somewhat like Longest and Elongation, so a little clutter and a few more tight places goes with the territory.
I was very impressed with this when you showed me the other day when only half the map was done! This looks like it's gonna be a good time
Did you say my map looks trampy?!? Why, I oughta... learn to read, apparently. This is fully configured now for all gametypes, and we'll be running it for some multi-flag tomorrow night. (On a side note, I performed some massive revisions to my previous map The Stacks and we may run one-flag on that, as well. It's got a lot more dancefloor and cover now, and I made a lot of weapon changes: 8-shot snipers instead of focus rifles, rockets moved to a different location, and the neutral banshee replaced with a... neutral falcon. Um, yeah. We'll have to see how and if that works out.)
Great centerpiece. As for the last pic, maybe its just me but I think you should cover up the overlapping part of the large braces, maybe with a 2x1 flat up to the ceiling? Also, have you considered more LOS blockers on the two long halls? Just from the pics (and I know longest was like this) it seems like it would be an very open area to traverse, say if someone had a sniper at the other end of the hall. Anyway, looks fun and I'd like to help test. I will probably be out of town for a bit but if you see me on feel free to invite.
I like that overlapping bit actually - it makes kind of a cool, forerunner-ish pattern. It's also much lower and farther from the ceiling than it looks there (low enough that you could jet pack up on top of it, if not for a strategically-placed soft kill zone). The lines of sight shouldn't be a problem. There are actually two elevation changes around center - one is visible in the second pic just left of the man cannon, and the other is visible in the third pic (the little "hill" made of brace larges). Between those two things, you can't actually see from one base to the other, so the raised platforms up and down the map become power positions as they elevate you above the natural breaks in the lines of sight. I think it should work out well, but only time & testing will tell!