Map: Starbuck Gametypes: SLAYER, KOTH, CTF, ODDBALL Recommend Players: 4 Fileshare: CDT DizZzmaL VIDEO 4v4 SLAYER: Starbuck 4v4 - YouTube I built this level in 3 days over the Remembrance Day long weekend. Made with 2v2 infinity slayer in mind. It was supposed to be small and simple with a couple of very direct paths and firing lanes. The first real play test I did was 4v4 slayer and it resulted in a bit of a killbox / meatgrinder. It held up surprisingly well in a 8 player setting. A smart team can easily lock down one side of the level with a mid-field position and keep the other pinned on respawn. None the less I think that adds a nice element of competition and strategy to the map. For the most part the majority of the spawns are wide spread and positioned behind cover in each end. Because of the level’s symmetrical / butterfly design, both teams have a equal distance and fair chance to grab the power weapons positioned in the center. Initial spawns are placed in the same positions for both teams to further enforce this. I didn’t play very well in the video above (plays so bad that he gets whooped on his own map by first timers) and am fully aware that the video quality is poor but, it is nice to see the level in action. The video and pictures are also from a semi WIP version of the level and a few things have changed since, including the weird floating orange lights. Enjoy!
I like the general design. It's pretty simple yet still incorporates plenty of height variation. Still, these Beaver Creek-esque designs usually suffer from some problems. The entrances all have long LoS and come from the same direction, thus making it hard to push into the other side without being killed immediately. In the end, I think it would turn into a battle for the center position as the opposing team has no counter against it. I think pinning respawns is a good aspect to potential have, but the ones with the badluck also need a way to get around that situation quickly. If you're open for suggestions, you could expand the map and attempt to make it a dual-atrium design. Invite me if you're ever up for playing a game.
Yeah It does just boil down to a push and pull for the center. It's even more dominant with 8 people.
I also like the general design of the map, especially the use of cover. I don't think I'd ever feel uncomfortable moving around, which is an aspect the current matchmaking maps seem to lack. I do think this would come down to a simple push for the center, but most maps are only a more complex version of that same concept. I think this map achieved what was intended; small, fast paced 2v2, 3v3+ MLG style. Once team shooting with more than 3 people comes into play, though, I think spawns are going to have problems. To ask it for more would be pushing it, but I like design that sticks to it's guns well. I think there's enough cover to respawn and push center, especially with sprint and the surviving player's lack of ability to recover grenades.