TRINKET? Dont really know if i want to keep the name This is the first original of around 10 or so in my forge career that im thoroughly happy enough to release once its aesthetics are done. It is also my first asymmetrical map. Bigly excited! This map was designed to be played as a competitive 1v1 with or without radar. At first glance it looks big but it is designed in a way that player advantage is continuously traded. With its alternating power weapon spawns and multiple one way routes, it tends to move much faster than expected. It tends to play for my friends and i at an average 2 kills a minute which is the perfect 1v1 rate in my opinion. Slower if you plan on crouching around i guess. Blockout File I approached the layout to accommodate certain factors: Long and close range pistol fights The sniper and grenade launcher specifically Verticality to an extent ive never tried Tougher movement and simple geometry with little lazy cover - easy readability Only 8-10 spawn points for predictability Weapon ammo counts and times for capable skill levels/pistol fighting primarily (I hate power weapon festivals) Weapons: Grenade launcher - 3 clips - 225 sec Sniper - 1 clip - 180 sec Plasma pistol - 35% - 60 sec Plasma rifle - 25% - 60 sec Assault rifle - 3 clips - 30 sec 2 x Magnum - 3 clips - 30 sec 4 x Frag 2 x Plasma
This looks excellent. Aesthetics and layout. I note you mention 1v1 - any chance you feel this can be pushed to 2v2?
One thing i will say about trinket: It's deceptively linear (In a good way). While at first glance it may seem like there is an over abundance of movement options, it retains predictability in clever ways.
Like Sik mentioned, it definitely looks like it could support 2v2, looks a little too scaled-up for 1v1s, but I don't know for sure. Have to play it first I suppose. Really liked the art direction you're going with also.
Yeah im sure it can but as of now i have no interest and it wasnt designed with 2's in mind at all. I could already see problems with the map working in 2's. When i do get it completed ill try it out in doubles and see what could be done.... probably make a separate version. Usually at the point im at in completion im already tired of forging the map, but not this time so maybe i will make a 2v2 version right afterwards. Thanks for the compliments guys and be sure to come back and drop feedback on how it plays for you.
Got a chance to fly through the layout. Not a huge fan of the area where the sniper spawns. It feels very much just like an elongated, out of the way route that I would only ever go to get the sniper. I'd try to make the area a little more dynamic as a small, interactive playspace instead of what's essentially a broken up hallway. Building some sort of bridge leading up to the elevated window on the inside of the building would be where I would start. I know teleporters aren't everyone's thing, but if you'd like to try it, I'd suggest placing a sender beneath the grenade launcher and having the receiver at the plasma pistol spawn. I really feel like you need another option when you're in the sandy area at the bottom, most of the other outs are decently long ramps up and around to the higher levels. Having an option that immediately places you in a better position somewhere else on the map adds a dynamic to 1v1 gameplay that long ramps can't really emulate. Otherwise, I'm digging the layout, keep it up.
The sniper areas final design is posted in the waywo thread. The sniper is THE weapon of this map, and with where it's located assures a conflict for its grab every time, rather than a grab and go. The hallway above was the final new addition to the map and was the most tested aspect. One that is two way clamber up, one that is two way slant, one that is one way, and one that is one way with an barrel in the hallway. After probably 5 tests with each variant I ultimately decided on a simple one way hallway that is slightly smaller. That hallway became the strongest position on the map otherwise because of its preferred quick retreat up into it the hall and overview of the launcher. With the way the spawning is, grabbing it immediately on death or slightly delayed has a real impact on where the opponent spawns (under plasma pistol or behind plasma rifle). This ultimately changes how advantaged you will be immediately on decision of when and where to take it each time while avoiding a holdout with it in the hallway. This is actually one of the best aspects of the map and really elevated it's 'meta.' In the waywo picture it will be elevated on the right just out of view but will be grabbable from both directions with some decent jumping skills and adds a small bit of passage into the hall from its higher opening. To understand all of this in the block out, some tests and basic spawn knowledge will make this quickly evident. A teleporter is somewhat in the works that is usable from behind bottom mid where you can drop into the sand, but I am also trying another cool possibility that will give another option for escape rather than clambering up at the AR when falling down into the outside sand. If a teleporter is added there, it will come out below plasma pistol in the trench where the slant is and be one way. I don't feel teleporters should ever allow advantage so I will use that theory accordingly. A lot of the way the map is built is designed to keep conflict moving rather than allowing for too much dead time and easy escape. None of these options will be used if they lead to players using the plasma rifle side of the map less because as of now it's balance is just right. Try a few games so you can get the idea of what I'm referring to and how the map plays. It helps the larger scale of the map and it's crazy how much small changes really effect this map so dramatically. Hopefully you'll get a chance to try out out by the time I'm recovered enough to respond again after my surgery. Thanks for your feedback and for checking it out, it's well received and my mind is still somewhat open to changes. I'm happy you suggested teleporter because I was still sort of iffy on it.