This is my first 1v1/2v2 project and also my first completely enclosed map, it uses none of the walls or floors of foundry.
Gametypes: 1v1/2v2 Slayer, FFA, Oddball, King of the Hill, (Duel)
Players: 2-4
Recommended weapon start: Assault Rifle
Download AstroTurf
This map guarantees fun 1v1s, 2v2s or FFA games, its so hard to watch all directions at once that you'll find folding ground for a long time very difficult. Be prepared to run around the 2 large triangular (ish) divides and move about the map for key weapons. The plas pistol is your good friend.
Now with added cover! A little cover was added and I managed to make the outer walls on the roads higher allowing me to put objects in there for cover, aesthetics etc. Top middle still remains quite open to stop it becoming overpowered:

Please download this new version if you liked the first one, gameplay will be improved, there were 40 downloads already which is a really pleasing response, even though it now says 0.
The name comes from this maps initial inspiration, Turf from Halo 2. It is hardly the same level, and definitely not a remake, but is just inspired by the large L-shaped roadway of this Halo 2 classic. I loved the way the level balanced 2 long, perpendicular open roads forming the backbone of the level with smaller alleyways completing the square shape of the level.
Obviously this was not completely transferable as foundry is alot smaller than turf and materials limits meant that an equally detailed alleyway section would have been impossible and too cramped.
Instead I decided to take further inspiration from Construct, designing longer, bare feeling hallways with high walls to create a simple but effective layout.
This map is really simple to learn as it is quite small and is very visually logical.
On to the description:
There are 3 height levels in this map, but they are definitely not different floors as the top of the level is open, think closer to the different heights of Unchained and Fractured (both of these maps were a great help and technical inspiration from this map, it owes alot to Furious D18 and IvOrY Snak3, so thank you. If you haven't seen these maps somehow, check them out straight away).
The highest point on the map is the corner of the 2 roads which has good views along the left hand road:

There is a barrier at the end with a bubble shield and firebomb grenade to provide some cover for attackers and the entrance to the tunnel is also down this road.

The tunnel comes out on the lowest level:

The lowest level is floored with walls and has access to both roads and top middle. Sniper spawns against the back wall of this level, up against the fence boxes.
Access to the right hand road is via stairs:

there is a regenerator at the top of these stairs to counterpoint the bubbleshield and aid attackers moving toward the dominant position of top middle.
The middle corridor can be dangerous to traverse and so a single crate has been added for cover. I have not put in too much cover as I liked the way the bare corridors in Construct focused gameplay around movement and made both holding areas and attacking them a challenge.
Top middle is quite bare so as not to overpower this position as it has dominating views down all 3 main corridors, there is a mauler and a single plasma grenade.
Here is the view from the back wall where sniper spawns:
This level is set up for Slayer/Team Slayer/ King of the Hill and Oddball.
Its really a 1v1 level but works for 2v2s or FFA.
Please be honest as I'm always ready to change my maps based on suggestions.
This map uses alot of interlocking to completely enclose itself, its not the most aesthetic map but this is partly because I chose function over form when building it, some objects look a bit odd but are chosen to optimise gameplay. Also, I've run out of all walls, fence walls, corner walls, double walls, even doors. The only immovable objects left are a couple of signs, window panels and a single box or 2, so the last bits of the outer wall were made out of what I had left. I think it has worked well though and I worked hard getting walls flat and interlocking objects so that they look good.
Here is an overview of the level with all weapon, grenade and equipment spawns marked and listed. Blacked out areas indicate inaccessible areas (the outer boundary is solid though, I just didnt want to colour the entire outside of the map black) or cover-boxes, dumpsters, barriers, wire spools. Arrows indicate a staircase or ramp and point towards the higher end. 16 and 17 are SMGs that I'm considering adding but am not sure so let me know on that if you have an opinion, for some reason it cut the end of my text in the image but it reads 'considering adding' (EDIT: no 17 SMG has been added, no 15 plasma rifle has been removed and no 16 SMG has been moved to behind the adjacent cover):
EDIT: v1.3, spawns have been fixed for FFA, now plays well up to 4 players on all gametypes.
EDIT: Now up to version 1.2, shotgun has been removed and mauler has moved to where shotgun used to be- in the tunnel. Grenade spawn times have been taken up as they were just everywhere and the sniper respawn is now up to 180s with no spare clips.
The scaling isnt great and so the bottom right looks kinda bunched with weapons and grenades but its bigger in the actual map and is all spread out properly. Apart from that I think it describes the level well in simple terms.
Download AstroTurf
Please let me know what you think.
Here are a couple of reviews of the map:
Quote:
Originally Posted by CaptainAmerica
AstroTurf
By: PegasiDelta
First off, we went ahead and broke your map for you.
We got out by jumping from crate, to crane, to B signs.
Then we got out from dumpster to fence box by buddy jumping.
OK, now that thats over with.
We played a 3 person game of FFA on this map.
We intitially noticed your amzing interlocking skills.
To us it felt like something completely different than foundry.
But we found some major bumps in the double-box tunnel.
Then we checked out the weapons.
We thought the mauler spawn was spot-on.
But we also thought the sniper was way to close to the mauler.
We suggest moving it to the wire spool.
Then there would be minimal camping and it would just be less devastating.
All the other weapons had great placement.
Then we checked out the cover.
We suggest adding some barriers for a little extra cover with weapon holders.
Then it would be perfect for SWAT.
But the dumpster does look a little ugly.
Some other suggestions would be :
-remove one of the equipment
-decrease hill move time
-add some shield doors or something to prevent spawn camping
Summary: Overall, this map has HUGE potential. After some tiny improvements and break-proofing, you could have another feature coming your way.
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And this is a review from Bungie.net, please bear in mind that the aspects of the review that deal with the thread are based on the Bungie.net thread, not this one, so please take notice of what it says about the map.
Quote:
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Community Reviewer: Falconx03
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Map Review-
Description: 5/5
Pictures: 1/5
Map Idea: 4.5/5
Map Quality {layout}: 5/5
Map Quality {looks}: 5/5
Comments: This map uses interlocking, geomerging, and most of the other forge tricks. The description is very descriptive lol. The one picture doesnt realy show much. I noticed you have tons of pictures on the Forgehub post, you should really put them in here. If you do that i will update my review, maybe. The map idea, i dont really know how to rate it. Maps like this have been done before so its hard to say. The quality is amazing, the forge tricks are used properly and accurately, i dont think theres anything wrong there. The layout is amazing too, everything spaces out evenly. Im not big on 1v1, but i could possibly play 2v2. That about sums it up, the lack of pictures on here was your only negative.
Overall: 5/5
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