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05-17-2008
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#1 (permalink)
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Member
Join Date: Apr 2008
Location: On a Natural Toilet
Posts: 345
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Aptunosis
Aptunosis
Foundation created by:Ro P Pimpman
***Download out of commision for now.,,***
Cover and Go!, created by Ro P Pimpman, is an amazing map as a foundation, and I Have taken his layout and modified it into "Aptunosis". I take no credit in the originality of this map at all, only that I made something more functional because I couldn't explain how to do it.
The map is a small 5x6 Double box layout,six (6) are flipped, with three (3) Corner Walls, six (6) Walls, two (2) Doors, five (5) Shield Walls, and three (3) Single Open Boxes merged with the floor to provide cover. These objects are at the perfect height so that one can glimpse over it and see other players, but may only shoot at them if they jump. Couching will completely conceal and cover you, and no crouching is needed to run under the boxes. The map is split in half with Yellow (Side/Base A) on one side and Red (Side/Base B) on the other by a 2x2 Fence Wall, with a shield wall to allow sight to the other side only.
Red Base

Yellow Base

Different Angle of Yellow

Different Angle of Red

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On team game types, Attackers belong to The red Base, while Defenders belong to the Yellow Base. Players spawn inside a room with one (1) Sender Node and a Two-way Node to choose from. The Two-way will send them to there objective room, while the Sender will bring them out one of two Receivers [located above or beside the playing field].
Attackers
Defenders

The Receiver Node above with the side node in the background (Fence boxes with soccer ball are a nice roof Decoration)

Q: Why!?
A: During assault, capture the flag, etc; If your base is being attacked and there are 4 players inside, running right in will result in death. Theses teleporters provide a way around campers and battles. Sheild Doors have been placed over the entrance to the objective rooms to prevent people Grenade killing those inside. Also, if the heat inside gets to fierce and you choose to flee, you may take either the Two-way back into the spawning room, or another sender out to the same receivers. The receivers on each side are the same warp channel as those above for each respective side, so people cannot predict where they are running to. The return points for assault or CTF are the Small starting rooms.
3 of the flipped double boxes have been suppressed into the floor, giving a trench like feel. This is on the attackers side, and is in place specifically to slow them down.
Defenders are given a Shotgun, a SMG, a Spiker, a Sniper, Plasmas and Spike grenades. Attackers are given the same layout, but a Mauler replaces the Shotgun. A Brute shot, Active Camo, and Deployable cover are found in the middle. The power weapons are set to not spawn at startup, have 90s + respawn times, and single clips. The Sniper rifle is located in the corner with a corner wall for cover, however a fusion coil inside the corner combined with another coil that drops from above every 45 seconds prevents snipe camping. The Camo comes every 120 seconds, does not spawn at start, and the Cover spawns at start with 60 second respawn.
One of the snipers

In none-team based games, hills, territories, ball spawns, and spawning areas are properly placed. No spawn camping is possible.
__________________________________________________ __________________
ACTION SHOTS!!
Red Tries to keep the Central Territory, but Blue has support coming from the right.

Red Tries to defend their flag, but to no avail

Blue defends his Spot, while Red drops in from above...

Blue's efforts to protect their land is out numbered...out matched....out gunned

Blue succesfully sneaks into Red's base by means of Active Camo and Shotgun, and takes the Flag

Blue avoids Red's grenade near the fusion coil and advances in for the kill, backed up by support, which is seeking cover from a window panel

__________________________________________________ __________________________________________________ _
This Map supports All game types.
Also, everyone always worries about how easily one can spawn kill on maps. Well, to further emphasize my point that it cannot happen on this map easily, I have these three Photos. Spawning areas are set in every game type for every situation. The map has been removed, and only the spawn points are left. Hopefully you get a picture as to how battle would be like here, and how one cannot easily predict where you will spawn.
These photos do not include the 12 points found in the Back Rooms.
Spawn points

More

Final angle

__________________________________________________ __________________________________________________ _
Again, I, o Aranore o, only severely changed this map, and the original thought process does not belong to me. I have been told however to post this map, as those who have played it feel it should be shared.
Any comments, feedback, or questions / yells are greatly appreciated. I again Thank Ro P Pimpman for his amazing layout.
Aranore, modifier.

***Download out of commision for now.,,***
Last edited by Aranore; 09-09-2008 at 09:26 PM.
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05-17-2008
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#2 (permalink)
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Junior Member
Join Date: Apr 2008
Posts: 86
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YOU HAVE MY DOWNLOAD!i like the looks of this.and i like the no spawn camping thing.
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05-17-2008
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#3 (permalink)
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Junior Member
Join Date: May 2008
Location: OH to the IO!
Posts: 15
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This looks like a very good map. Nice job.
Happy forging!
-Ghost:squirrel_rubberduck
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05-17-2008
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#4 (permalink)
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Absorbing Adrenochrome...
Join Date: Mar 2008
Location: lurking.
Posts: 6,307
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this doesn't look too bad, i like the interlocking of this pic
though, i must say, teleporters lead to teleporter camping, as well as shield doors, not a fan of those, also, if i may suggest, try interlocking ur floor, "master chief doesn't like stubbing his toes" - forgot who said this once...but ya...
also, u may want to edit ur title to just the map name, it is part of the rules here, makes things cleaner...
Last edited by Tex; 05-17-2008 at 04:04 PM.
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05-17-2008
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#5 (permalink)
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Oh, cheer up Squidward
Join Date: Jan 2008
Location: South Australia
Posts: 6,552
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looks pretty good, but I highly reccommend that you interlock those double boxes
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05-17-2008
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#6 (permalink)
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Member
Join Date: Feb 2008
Location: Mississippi
Posts: 227
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great job of interlocking and I like the way you put the bunkers so low,nice touch
but I may have to get rid of the whole spawn room
I personally don't like a spawn room
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05-17-2008
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#7 (permalink)
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Junior Member
Join Date: May 2008
Posts: 26
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looks fun
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05-17-2008
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#8 (permalink)
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Just Me.
Join Date: Jan 2008
Location: Southern California
Posts: 1,414
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top of the map looks a tad bumpy, flip the doubleboxes over when you place them on the ground.
"It starts in my soul, and I lose all control. When you kiss my nose the feeling shows"
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05-18-2008
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#9 (permalink)
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Member
Join Date: Apr 2008
Location: On a Natural Toilet
Posts: 345
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The Rooms have starting points, with 6 spawn points. out of the 76 in the level. Don't worry. and for teleporters. Multiple one's with same channels equal random exits. Try and you'll see.
Edits are up. Spawn point photos for.. an idea
Quote:
Originally Posted by bib bob
but I may have to get rid of the whole spawn room
I personally don't like a spawn room
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And thank you but just for the record, the spawning rooms simply have a starting point. Like in the bases in Valhala. It's where you will start, but you will not always spawn inside them.
Noted a huge error in spawning....
need to fix. DL will be back up when it's fixed.
"Were it so easy..." -The Arbiter- Status: Working, trying to get time to forge U_U
Last edited by Soggydoughnuts; 06-18-2008 at 09:37 PM.
Reason: Triple Post
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05-28-2008
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#10 (permalink)
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Member
Join Date: May 2008
Posts: 237
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cool nice interlocking but kinda blank think about a v.2 with like some buldings at the ends
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