VORTEX If you like symmetrical arena-style maps that are fast paced, well built, and easy to understand, this is the map for you. Vortex is basically a square map on Foundry with two large and two smaller bases. The large bases face each other and are connected via a tunnel with a central area in which to take cover; sort of. The tunnel entrance/exit rests in the heart of each base and is covered by a shield door. The opposing base can also be reached by traversing atop the tunnel, though, the central vortex of man cannon requires strategic jumps and some ingenuity if this is the chosen path. The smaller bases also face one another and are connected via an elevated catwalk that gives way centrally to the vortex’s entry point. One wrong move and you’ll find yourself two levels down, inside the tunnel and probably in the midst of a fray you would have rather avoided. Both large bases are defendable but just as easily conquered. The smaller bases are more open but isolated and have fewer entry points. In the underbelly of each is a teleporter leading to the opposite base. The bases are called bases for a reason. They are intended to be occupied and defended. The noob philosophy of jumping to the lowest points on a map while spraying and praying is considered bad form for Vortex. Occupation of higher ground pays off. The following illustrations give an overall impression of the lower and upper layouts of the map as well as the weapons scheme. Equipment (as well as scenery) is not shown but each large base has either 1x power drain or 1x regenerator. A bubble shield rests below the vortex in the middle of the tunnel. Two grav-lifts lay outside the teleporters allowing quick traverse over the bisecting tunnel, or as another means to infiltrate a larger base. This map would play well with oddball, KoTH, territories and VIP. I suppose the tunnel would be good for conquest as well. I do not do well with game types; they annoy me. I just like building maps. Feel free to adjust it as necessary just give me credit for the map if you do. Enjoy! Download Vortex Download Slayer Game Type By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By Atheos23 at 2008-03-28 By atheos23 at 2008-03-28 By atheos23 at 2008-03-28 Download Vortex Download Slayer Game Type
hey, everyone's favorite tool forger is back...im sure spitfire appreciated you staying on topic or even acknowledging his map in his thread...well done. BS aside, the map looks solid. kind of a Midship/warlock feel. as much as i hate to, yeh im gonna have to give it a DL... looks too good
Tool?! If I had any idea what you were talking about your post might make sense. Why would I mention another map in this thread? This is completely original.
Deffinate download! I have one RAGING question though, HOW did you make that overview of your map in the post? Is there something I don't know about here? I want that for my maps Did you just make it in Photoshop or something? PS Im making a map that looks SO much like this. It was supposed to be like Midship in a way too. Only differences are: Main buildings are less comlex Side Buildings are smaller Underground Tunnel is bigger, and cant be dropped into through the roof I have a man cannon to the middle instead of a ramp, but its not working very well, so im probally going to be changing it to a ramp soon anyway. And my map is overrall just more wide open I swear its creepy how similar they are!
Looks great, I wouldnt have the patience. Seriously though, want me to PM you pictures of my map to show you how similar they are? Its creepy.
As said before, the overviews really help people get to know your layout before they play it. They are a nice addition, plus they are really well made.
Thanks, the other map was sort of a test of interlocking, weapons placement, etc. It does play very well though. I wish someone would make a conquest variant for it...I do not have the patience.
So I take it by your map description that I am going to have to set up the gametypes for Chimera. *sigh* Fine. Back on topic, though. As before, your post is excellent. I love that overhead layout using the Foundry pdf. Excellent, sir. The map itself looks just as well done, so I'll be back with more comments.
Sorry squid...I gave it a try a week ago and I can not get the gametypes correct. I'm a better map maker than I am a gametype maker. I know, I know....I promised... Hey I was wondering, did you make the Vitruvian logo for your signature? I'd love to get that from you for a project separate from Forge Hub.
K i did a forge-through a few minutes ago. The layout was great for the most part. Everything transitioned smoothly and it really is a Midship meets Warlock. The only thing that I would do differently with the layout is take out the fence walls that cap the A and B sign door frames in the center hallway. There should be an exit to the other half of the map for those not up on the boxes, as well as those traveling the hallway. I think it would force the gameplay in a more circular way like an arena map should. As for the weapon placement, I noticed a couple things that seemed odd. Of course the map is "balanced" because its symmetrical, but you have the Maulers and the Shotguns too close together, in the same quadrant, if you will. Moving the Shotgun over to the same spot on the other side of the base would even it out a bit more i feel. Also, you had 2 Shotguns, 2 Maulers, and a Sword on 30s respawn. Seemed a bit over the top for my tastes. Another small thing was there were no rifles on the ground. I haven't actually played any games here yet, but I would think that a 2v2 could go wrong if teammates camp the top bridge with some rifles. You'd have to either pray that you could climb to a rifle in time or try sticking them, after finding plasmas. Again i haven't played any matches yet, im just speculating on what i already see. Also, you didn't even bother to set up any gametypes? I thought Multi-Flag would be pretty fun here, also KOTH like you said... but you haven't set them up at all. I understand you might not be good at it, but at least toss the flag spawns and flag return points in the bases, and some starting points. Starting points should be in all gametypes, as they can have a big influence on the game. Try using respawn areas also. Theres good tutorials on them in the 101 section. Basically, the architecture is there, its clean and it fairly unique. However, the gameplay lacks. You forge well, now just work on the complete package.
I really love it when people critique maps without playing them...its like looking at a book and assuming you know whats on page 43. "The game play lacks...but I haven't played it yet." While I really love feedback and appreciate critiques...I would respond better to those who have actually played a game on a map. Without experience, opinions are useless and empty. Lightsout, it seems you were able to keep from the name calling and generous use of "homie" long enough to actually check this out (albeit, without actually playing) so I will address some points. “The only thing that I would do differently with the layout is take out the fence walls that cap the A and B sign door frames in the center hallway. There should be an exit to the other half of the map for those not up on the boxes, as well as those traveling the hallway. I think it would force the gameplay in a more circular way like an arena map should.†Nope. Go into the tunnel at your own risk. Removing the fence walls negates the reasoning behind the teleporters. Once in the tunnel…you have to fight your way out, not just run away. Don’t fall in the tunnel. There are several ways to the other side...e.g. the two grav lifts on either side as well as teleporters plus one could simply walk up a set of stairs and across one of the bases. This was addressed in the description. “As for the weapon placement, I noticed a couple things that seemed odd. Of course the map is "balanced" because its symmetrical, but you have the Maulers and the Shotguns too close together, in the same quadrant, if you will. Moving the Shotgun over to the same spot on the other side of the base would even it out a bit more i feel. Also, you had 2 Shotguns, 2 Maulers, and a Sword on 30s respawn. Seemed a bit over the top for my tastes.†This actually has a bit of meat to it since the sword issue may actually exist, however, I forgot to forge around the tastes of Lightsout…my bad. The shotties and maulers only have one clip a piece. If someone wants to pick up both at the same time…they’re an idiot. I put them that way so that people tend to go left after starting…continuing around the map that way…circular…you know. The sword is there for noobs. You will notice that once you have it…you can’t really use it unless you are in the tunnel and then you are a duck. I put the respawn at 45 (I thought). I’ll check and change it if that is the case. All the close quarters weapons were at 45s. “Another small thing was there were no rifles on the ground. I haven't actually played any games here yet, but I would think that a 2v2 could go wrong if teammates camp the top bridge with some rifles. You'd have to either pray that you could climb to a rifle in time or try sticking them, after finding plasmas. Again i haven't played any matches yet, im just speculating on what i already see.†This isn’t made to be 2v2…4v4 slayer maps are all I have made thus far. If you want 2v2...change the placement a little. I'm not making variants for every member here, sorry. Play it then tell me how easy it is to stay on that catwalk. The goal of the lower area is to punish shotgun whores. Once you fall from a height, it is intended to be an effort to recover...as stated in the description. “Also, you didn't even bother to set up any gametypes? I thought Multi-Flag would be pretty fun here, also KOTH like you said... but you haven't set them up at all.†This was addressed in the description. “I understand you might not be good at it, but at least toss the flag spawns and flag return points in the bases, and some starting points. Starting points should be in all gametypes, as they can have a big influence on the game. Try using respawn areas also. Theres good tutorials on them in the 101 section.†Didn’t say I wasn’t good at it, I just don’t like doing it nor do I have the time. I know how so reading the tutorial accomplishes little. No need for respawn areas on such a small map…that leads to camping/spawn kills. If you want to play KoTH...make your own variant. I simply stated it would be cool to play on this map not that I wanted to spend time making it. There are starting points…two of them…one at each large base. Also, please refrain from calling people names like 'tool' its immature. Thanks for stoppin' by. Tool?!
Homie, your condescending remarks amaze me... get over yourself, homie. So basically, homie, you are too lazy to set up gametypes then... and respawn areas promote camping? doubt it homie. In fact, homie, their intent is to do the exact opposite. ...homie
I'm not parading around like a map expert able to post reviews based off 30 second forge-throughs and calling people tools. Anyone have something intelligent to say? Please discuss the map AFTER playing it or not at all. Thanks. further_response [glow=red,2,300][lightsout225] = _null[/glow]