My newest map is a competitive inverse symmetrical map that is focused on Slayer, CTF, and Assault. I have lightened up the corners of the map since this footage because they were just a little too dark. I wanted to focus on elevation change and lateral movement flow. Add LoTuS to download and play. XBOXDVR footage of friends playing 3v3 BR starts (first game ever on the map) - http://xboxdvr.com/gamer/I LoTuS I/video/16736508 INTRO GIF -
After some play testing in max extras lobby this map had a few framerate problems around middle and the rust color of the large middle atriums was too dark for most. I consulted my wife who has much better taste in color and settled on this new cyan color which helps the visibility a ton! GT = i LoTuS i Download Link New footage
I got a chance to play this map. I had fun on it, but I can't say I really loved it or hated it. When you really think about the layout of the map, it seems to be just a bunch of straight parallel lanes.
After gathering good feedback from the Max extra lobby I changed the map significantly again. - New paths from the front base stairs down to bottom mid. - I also made the glass more opaque in the snipe nests - made the lifts easier to get into. - OBJECTIVES ONLY: New dynamic front door to the base with a toggle switch in each base. Can be open and closed at will. Flag and assault benefit from this change a ton!
It has been long while since I have updated this WIP thread. To be honest I started building other projects and this one needed some time so I could come back with an objective frame of mind and make the changes the map needed to succeed. I have altered the map flow so much from the previous posts its easier to show screens than talk. Heres a few bullet points: - Bottom mid has a much more breathable play space with two opposing stages that have new drop-downs from each teams nook. - The scripted doors have been simplified allowing the player to crouch/slide under one door. There is a switch bottom mid to open the doors, and a switch in each bases nook to open/close. - The switches also change the entire center hallway of the map. Example: When the doors are closed the center is very open but you have a jump up to the window on each side. when the doors open you get more cover in mid but lose the jump up. This allows for a very dynamic middle section of the map when either base/side of middle could be a different layout from the opposing. I am nearing completion on this project since the play tests have been very positive on the latest version.