Hey I'm gonna jump right into it this is a map I've been working on for fun over the last few months since hearing about and becoming inspired by the Mayann Project update. My style of mapping has changed a lot since I first started and this is the first I've been able to nearly complete all the "blocking" without going into too much detail. What you will see in these pictures is an early development version with mostly placeholder textures and very little aesthetic detail. This is because almost every block I've placed is World Geometry, and will forever define the rendered space of the map to the playable area and nothing else. Eventually once thoroughly play-tested, I will be able to go in and fully detail the map and package new textures and props as I see fit to nail the atmosphere, but before that what is there left to do.. a lot: Finish the blockwork including World Geometry, skyboxing, clipping, and necessary detail Lighting pass (have no work done here yet) simplistic Logic for the gamemode and Shortcut door triggers Mirror built world / Correct team color textures and logic / Testing What IS done, to a pre-testing extent, is pathing and concept design (have a good idea from previous tries) NOW PICTURES: This is half of the final map, one side. Spawn on the left to the koth point on the right. Direct & Flanks The view of the playable space on the Left Flank, the longest path to the point. Into the jungle, up in the hills. This Flank is best for Snipers and Spies. Here is the reward for taking the long route: Sniper Deck overlooks Friendly side with partial view to point. Passage leads to point from the side. Spawn and the spawn exits are completely protected in a very natural way dividing it from the battle area, preserving the sanctity of spawn. Players will be able to take either the direct or flank routes from spawn before exiting the safe zone, engies will be allowed to build teleporter entrances inside in a designated area, but no player will feel disconnected from the rest of the map while inside spawn. Fairly typical "trident" style pathing leads to quick and easily understood journeys. REMEMBER this is a [Work In Progress] I will be refining areas to streamline gameplay! There is a cool other mechanic to this map which is a Shortcut going from Direct route landing in front of the temple to the left Flank which opens on your side after the opposing team captures. This cuts travel time drastically between the Direct route and the longest Flank path on the map. Now your team can more fluidly attack and retreat from side to side and gain a new advantage over the Temple space. The enemy team will also be able to push your side and make use of this advantage to try to stop any further advances. Overall it just changes the gameplay and opens up new possibilities on the Attacking team's side to, along with respawn times, help them get back on the point easier. A picture of that can be found here: https://i.imgsafe.org/9076cc37b7.png A bonus picture of the nitty gritty wireframe nonsense for you mapping enthusiasts out there. This is the neatest and most compact, tightest build I have ever worked on. I have some pretty wacky plans for optimizing this puppy ask me i'll tell you: https://i.imgsafe.org/907682388c.png Feedback in the form of questions, considerations, constructive criticism, tips, or other help WELCOME! ETA - don't ask this is a side project. I am passionate and will surely be working on it. And NO I am not set on the NAME. Taking themed suggestions. -Mouse
Ahh, here's a more in depth explanation of the route layout and sectioning this map accomplishes. Rather than team color, in this markup Red indicates a rough outline of general playable ground area (paths) while blue is the same but indicates relatively safe spawn connection points. MS paint, baby!
This would be awesome if you could incorporate some crystals in the map like the ones that appear in abandoned upward. Other than that, looks like a pretty awesome map. Can't wait to see the finished product.