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Old 07-07-2008   #1 (permalink)
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Nucleus V2


NUCLEUS V2
Created by RJM619

Supported Gametypes:
Especially designed for new gametype Conflict v1.1

Also supports Conquest, Land Grab, Oddball, & Team Slayer.

Conflict is a variation of Conquest, but instead of simple back-and-forth action, the game emphasises multiple access points to each territory. Conflict maps have a 'Central Hub' with a greater number of entrances (other Territories have only 2) but also a power weapon. Controlling this central hub will be difficult, but its occupation gives a great advantage for taking over the rest of the map.

The gametype is vaguely MLG-esque; BR starts, no Radar, but with no grenade starts (to prevent spamming), increased health & decreased speed. Like Conquest, there are 3 rounds of 3 minutes.


Map Description

The original Nucleus was based vaguely on a Honeycomb, but the new version has been extended to give more space to combatants.

The map has 5 territories; 4 with 3 access points each, while the central hub has 4 access points. While it is difficult to control this central hub, it gives you greater command over the rest of the map.

The structure off the map is a square within a square:

THE MAP HAS A ROOF. IT WAS TAKEN OFF FOR THE PICTURES. THE MAP IS INESCAPABLE.

Teams begin at either ends of the map. There is a shotgun (no spare clips, never respawns) for each team leader to take:


Conflict maps have no grenade starts, to prevent spamming in the outer square:

Control of the central hub is difficult, but critical. It can bee accessed by all for outer corridors, but gives greater command over the rest of the territories:

Conflict maps have a power weapon that spawns above the central hub when there are 30s left of the round, to give the controlling team an opportunity for a Final Push. In this map, it is a Rocket Launcher (but it only has 2 rockets):


This is an extra incentive to hold the tricky central hub.

Weapons



Notes:

All weapons have a 1min respawn time, except the shotgun, which never respawns and the Rockets, which only spawns at 150s, giving the controllers of the central hub a chance for a final push on the rest of the map.

Conclusion

This is a remake of the first truly competitive map I made, so essentially it is Map 0 in the Conflict series (there are 3 more planned at this point). It is much improved from the original, in that I actually know how to Forge now!

Anyways, I implore you to check out my other Conflict Maps Hourglass & Diamond, and I hope you enjoy. As always, feedback is greatly appreciated.

Download Nucleus V2
Download Conflict v1.1

Last edited by Rhys J Mitchell; 07-07-2008 at 17:20.
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Old 07-07-2008   #2 (permalink)
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pretty cool. i like the maze-like layout, which adds to the surprise and intensity of the map, like u never where a guy is gonna be. nice post, 4/5
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Old 07-07-2008   #3 (permalink)
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Looks very fun and chaotic. I'll download and tell you what I think of the game play.

Great job.

DOWNLOADED



You Can't Blame Someone For Not Knowing ...

C U R R E N T P R O J E C T S
  • Countless Numbers -- Under Forge Construction
  • G A M E S -- Forged , Tested, Under Finishing Touches

WATCH OUT


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Old 07-07-2008   #4 (permalink)
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I liked Hourglass and Diamond so I'm sure I'm gonna like this! 4.5/5 More interlocking would've been nice though...
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Old 07-07-2008   #5 (permalink)
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I'd say about 90% of the walls are all interlocked.
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Old 07-07-2008   #6 (permalink)
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This looks like a really good map but only for CTF and only as a one layered map. id like it if there was a little more to jump to.

Just Forgin' Around
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Old 07-07-2008   #7 (permalink)
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Looks well made and like the others have said it would make for "chaotic" gameplay , also looks like weapon spawning isnt a problem here which is great.

In a normal match which is better AR or BR Spawning , just like to know how well the gameplay is because it looks great i jut dont want a downside to it lol


Prepare to Drop.
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Old 07-07-2008   #8 (permalink)
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looks pretty good, dont see anything wrong with it ill give it a try x3

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Old 07-14-2008   #9 (permalink)
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Quote:
Originally Posted by Oddisey View Post
This looks like a really good map but only for CTF and only as a one layered map. id
It's desgined primarily for Conflict (the link is in the topic); a Land Grab variant I created, and am pushing as an alternative to Conquest.

Quote:
Originally Posted by About 6 Bushmen View Post
In a normal match which is better AR or BR Spawning , just like to know how well the gameplay is because it looks great i jut dont want a downside to it lol
It's not really designed for TS though it does incorporate it; either would work - AR because it's quite close quarters, but BR because there's plenty off cover too. Maybe BR starts, but increase player damage resistance.

Oh, and DEFINITELY turn off grenade starts; there is anerror with the weapons display as it misses off 2 frags that spawn near the Spikers.

=============

For extra play, try out Conflict SWAT; its essentially the same gametype but with SWAT settings, and is pretty fucking intense!

Give it a try and let me know what you think; there is nothing that can't be changed for V2.
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Old 07-14-2008   #10 (permalink)
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Awesome map, I'll be sure to check it out.

"They say in space, no one can hear the audience scream."
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conflict, conquest, foundry, land grab, territories



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