RIGD V2 Created by RJM619, tested by Sentinel Supported Gametypes: You must use one of these gametypes - Perfect Dark Rules FFA Slayer Rules FFA The importance of these will be explained. Map Description The map is a reimagination of The Grid from Perfect Dark. Due to the usual limiations of Forge and Founrdy, rooms have been removed and altered etc. If the fact that it is not an exact remake upsets you (as happened in V1), then just pretend it's a completley different map. Anyway, moving on... The map is divided into 2 main rooms, and 2 levels, and incorporates a working elevator. The map is much improved from V1, as its amazing how just a few changes can alter a bad TS map into a good FFA map. Right... PICS! _________________________________________________ The first room has been more angled towards FFA and more close-combat, removing the large areas of open spaces. Overview of Room 1 Underview of Room 1 At the back of the Room is the Sniper Box; though powerful, the Beam Rifle is not an all out death-gun due to the the reduced LOS in the room. I used this rather than the Sniper because maps tend to get a bit boring if there are too many human weapons, and also because it reminds me of that gun that can shoot through walls in PD64. Man, that gun was WAY overpowered. Sniper Box At the opposite end is the lift entrance. How to work the lift: A Grav-Lift spawns in front every 30s; you need this! Jump onto the crate and throw down the Grav-Lift, and you'll be shot upto the 2nd Floor. The lift has been altered since V1; you now no longer get pinned to the ceiling, and you cannot simply jump up the lift without using the Grav-Lift There are 2 alternative ways to the 2nd room; the upper hallway leads to the Grid Room. Take advantage of the Carbines at each end and the clear LOS. The gap has been blocked off to prevent people getting stuck, and shield doors have been added to bounce grenades from. The second room has 2 levels. Overview of Room 2 Underview of Room 2 The reimagined Grid from Perfect Dark _________________________________________________ Weapons & Layout Guns AR x 4 (60s, 1c) BR x 4 (60s, 2c) Carbine x 3 (90s, 2c) SMG x 2 (90s, 1c) Plasma Rifle (90s) Power Weapons Plasma Pistol (120s) Shotgun (150s, 0c) Needler (150s, 1c) Brute Shot (150s, 1c) Splazer (180s) Bean Rifle (180s) The Plasma Pistol & Brute Shot Shotgun & Needler Splazer Grenades Frags x 8 (45s) Plasma x 4 (45s) Custom Powerup 1x Spawn at start (180s) 1x Don't spawn at start (180s) _________________________________________________ Gametypes Both gametypes are Slayer in essence, but use KOTH. In a map this size it is near impossible to make unbreakable, so this is the next best thing. The hill encloses the map, though you don't get any points for being inside, if you escape the map and leave the Hill, you will lose 10 points. Yes, 10 points. Every second, 10 points gone. So don't do it. I'm just saying, y'know. The not-so-invisible barrier FFA: Perfect Dark Rules My favourite for the map. Players do slighly less damage and have slighty greater resistance (the effect is making the player stronger; it will take 6 headshots with a BR to kill someone as opposed to the regular 4-shot), BUT sheilds do not recharge. The only way to recharge your shield is to grab a Custom Powerup, which acts as 'Body Armour' and recharges your sheild totally. Very useful if you can grab it! Also, players start with Magnum as primary, and AR as secondary. If you want to go truly Perfect Dark, remove the AR as a 2nd weapon, and turn of starting grenades. FFA: Slayer Rules The alternative, using regualr H3 settings. The custom powerup works as it does in MLG; giving 3x Overshields. _________________________________________________ Phew. That was a long write-up, so congratulations to anyone who managed to read it. If you DIDN'T read it, then please don't complain about it not being a remake of The Grid or it being inescapable - these have been adressed! Thankyou for your attention, I hope you enjoy the map, I implore you to check out my other maps in my sig, and as always, feedback is greatly appreciated. Also, thankyou for the merciless people who posted in V1, it was very helpful, except that one jerk who just boasted about how good his unposted version was. I'm not bitter though! Download RIGD V2 Download Perfect Dark FFA Download Slayer FFA
wtf, this post is exactly the same as 'Spartanville', but anyway, the interlocking is genius and I like the double upside-down weapon spawn and also using the KOTH trick works, but it still is confusing for some people= 4.5/5 EDIToops) sorry, I clicked the same thread twice, hehe, well anyway again a great job.
hey dude, that map looks really awesome. The map would seem like the perfect FFA map and the idea of getting points deducted if you escape the map was a clever one. I have really seen the elevator in a lot of maps though and it is starting to get a little un-original. (remember, these are only opinions) Things i liked -Good plan for map breakers -Very good and clean interlocking and geomerging -Big verity of weapons Things that need improving -Needs more cover. From looking at the pictures the map seems like it does not have much place to hid. -Nothing that really makes the map stand out. In a lot of map there are those cool aesthetic features. This map really only seems to have the boxes as columns and the elevator. -Powerful weapons not spread out. The thing i saw was the needler being way so close to the shotgun. I would recommend spreading these weapons out so one lucky guy doesn't get the shotgun and the needler at the same thing. Aesthetics 3/5 Map Quality 5/5 Gameplay 4.3/5 Overall 3.8/5 P.S. These are only opinions. ; ) -
Yo, I saw your original thread and this has a lot of improvement. I like the creativity that you used in geomerging the double box in the first picture. I also like the map layout, it's not as plain as before. The fenced bridge is what made me see that this was a map that I had recently commented on. 4.8/5