Something I'm working on. It's playable now but I haven't really delved into spawning too much. I was originally going for a UNSC training facility, hence the name 'Cadet', but I've reworked this one to be the third in a trio of power-station themed maps. I will likely change the name on the final version to something more fitting of the theme. I'm working on giving them all some sort of interactive gameplay element that involves cutting off power to the level. The other two can be found below: http://www.forgehub.com/maps/power-strip.1425/ http://www.forgehub.com/maps/circuit-breaker.1891/ I wanted to make one that was focused around Strongholds and CTF. Strongholds marks are on the top of red / blue bases, and the flag stand is in a room on the bottom floor. There's an overshield hanging in a cage above mid which can't be accessed by normal means. The switch nearby despawns a gravity volume and drops the OS into play when activated. Lemme know if you have any thoughts on it so far! Filename is 'wip Cadet' if you wanna poke around in it. Spoiler: Images
I really enjoy the aesthetics you have going on there. Will the map be ready for testing this week? I certainly would love to see how it plays.
Yeah I'll have it ready for testing. I also need to get some more tests on Power Strip because that one's in the UCC lobby next week, so I'll be bringing a few to the table. I'm just trying to solve a classic spawning problem I have, which is that there seems to be very few safe spawn spots outside of the red and blue bases...I'll figure it out though.
I really love this lay out and the color scheme that youve got going, but i dont remember playing this version. I think my favorite part of this map is the Roach start youve got. well I call it a roach start, but its the initial spawn starting like truth but youve upped the game and gave us a 4 shot sniper rather than a BR so when the game starts we scatter. Weapon placement i thought was fair as well. The shield doors on each base however can be destroyed i think we had an instance of this during one of the tests Im not sure if you wanted that. Ive really enjoyed this map though. its come a ways from some of the campy play you had on the original
I really like the mix of blue, red and purple. They mix well together. The use of colour and lighting effects make Cadet a very immersive map. I can't say much about gameplay. I need to play a full match before making any comments.
I was honestly on the edge of writing this one off, but after some feedback here I was motivated to work on it some more. I think it's taking shape and I'm honing in on a more polished look / layout. I'm still working on the bottom floor, trying to find a balance between multiple paths and something less congested. My goal is to have long range engagements happen up top and close quarter fights in the tunnels below. Here are some pics for those interested: Spoiler: Images
I've changed this one up a bit to further hone in on a theme and shake up the flat upper sections. I've swapped the glass floors for terrain, and changed a few bits of elevation here and there to make the top level a little less flat. I'm gonna keep adding natural objects where I can in an effort to steer this one towards an abandoned factory theme. I might even 'tear down' some of the pillars and structures and turn them into bits of rubble and damage, as if they have deteriorated over the years. I think this one still needs a bit of work, but hopefully some play tests will help steer me in the right direction. Here are some images for those interested: Spoiler: Images