:VIDEO HELP:
If anyone would capture some film clips for me to help me get a video of propulsion, that would be great .

^^^^^^^^
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Guarded by the greatest security known to man, this prison housed some of the most deadly criminals to ever exist. Soon these criminals teamed up to take on the toughest guards trained specifically to keep the criminals inside the prison. They now battle it up within the prison, taking over territories while killing the other team endlessly. Their battlefield is now and forever known as Propulsion.
This map is designed for Foreghub’s Conquest Forge Off
Starting Out
Propulsion started out on google sketchup.

After many tweaks and visualizations on that fantastic program I started to realize something: it wouldn’t have a spot at winning. So, I had to think of something that made it stand apart from the rest of all other conquest maps, but still keep the main layout. After wondering some forums I came across Paragon {not my first time} and thought that if I could recreate a roof like its, with so many angles and such, then surely it would stand out. But that’s wasn’t enough. So I kept researching Conquest, playing various maps built for it and stumbled into Fraction/Echo V2/ Traction. One thing they had in common was the way they used fence walls. My next step was to replace the walls with fence walls. With most Conquest maps you might be able to shoot at each other near the beginning but you have to travel through the map to defend the territories. This is not the way with Propulsion. Every territory has 1 safe spot {you can’t get shot at}, however, if you stand anywhere else you have to be careful as the enemies can shoot you through the fence walls. I had my idea, and I was sticking with it. I finally went on and started to forge my map. Starting with the center, I could already see its potential. As I finished the center of the map I began the sides and the roof. After a couple of weeks, Propulsion’s geometry was finally completed. I now had to add details weapons, equipment, respawns, and objective spawns. Once done with that part I began testing. Using the TRC guild I hosted some really good testing sessions, where there was lots of positive feedback, and constructive criticism. Taking some of it, and re-working some parts I bring you Propulsion.
Layout
The layout of Propulsion is quite simple really: a U basically. Having only 2 turns and long hallways, you may think that cover is limited. Yet it’s the way the hallways form comes together that adds cover and aesthetics to the map. Think of a crankshaft, where it goes side to side.
double box -> fence wall -> double box -> fence wall -> double box.
That’s the flow of the center of the map. Now there is always 1 ½ boxes room between the sides, no more, no less. This creates indentions going throughout the hallways creating most of the cover. The good thing about the fence walls is that they force you to keep moving. If your sitting there gaining shields someone might come by and shoot you, and this creates the tension of wanting to move quickly but intelligently to keep yourself alive. From looking at an overview, the map is one of the smaller Conquest maps, maybe a bit larger than Faction. This makes the territories closer than most maps, but also doesn’t take very long to get from place to place. You might wish to see some pics right now, well wont you be happy.
Update: Propulsion V1.5 :Update
Yes, it is true. I have made a V1.5 hopefully for the better. As I continue to look around the forums and see conquest maps I notice something: you may be able to shoot at someone at all times but what about grenades and brute shots. So the main change have made is the fencewalls. They are now window panel structures. I've also made some minor spawn and weapon changes and they have also helped. So here are some pics of the new and improved Propulsion V1.5. {I have circled changes in red}

As you can see I changed the window panel slit structure to a sign. I did this on both sides, because no one ever really used the slit to shoot, so it was beginning to get pointless.

Here I changed the window panel that held the sniper to the wall. The window panel wasn't quite long enough so I could still get shoot at if I was behind it. The wall is wider and more sturdy, but still the same height. I moved the spikers to be in your line of traffic, and added those plasma rifles because people wanted more duels.

This is the biggest change in gameplay. I really had to do trial and error for this, because sometimes you got shoot to much and sometimes you weren't shot enough. So, the main reason for adding this is because no one has ever done it before and now you can shoot anything at your enemies from the other side. And I think that is a good deal, considering there is less space to shoot compared to fencewalls. Note: both fencewalls have been replaced.
DOWNLOAD PROPULSION V1.5 HERE
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Propulsion
Pics
This is an overview of the left side. You can start to see the indentions, and the awesome roof.
Same thing but on the right side. Since its conquest, it is symmetrical.
As you can see, this is territory 1. The players spawn in a fencebox behind the corner wall and emerge to take the stairs.
As you leave the fencebox starting spawns you will look upon these fencewalls. They can make or break you at the beginning. And later on they are good to use. And at the end of the fencewall line there is the bruteshot. Its out of range to capture the first territory though.
Proceding down the hallway we see territory number 2. Accomponied by the sniper, staying right up along that double box is the only safespot. {right where BR is}
As the team continues their journey they reach territory number 5, the center. It contains the deployable cover, and you need to stay under that double box if you wish to capture the territory though.
As you can see this is the indention I was talking about. It overlooks part of Territory 2 and 2 spikes reside here.
This is that other indention. It also overlooks Territory 2. Territory 2 sticks out about halfway through the indentions. These fencewalls allow you to be shooting at something along the whole battlefield, keeping you in the action at all times.
Here is part of that fabulous roof. Many angles and this is why many loved the aesthetics.
Here is another part of the roof.
You see, that is how you use the fencewalls wisely, eliminating you prey.
A well placed spike can effectively kill two dillusional players.
Red Team takes charge, in taking Blue's second territory. They failed afterwards.
Brute Shots can help in marking your territory.
The blue man was effectively using the dc, but he didn't think they would go around it.
FAQ:
Where did you get your inspiration?
Paragon, Traction, Faction, and the combustion engine.
Wouldn’t the sniper murder /spawn kill anyone on this map?
Actually, in conquest you are invincible 3 seconds into the spawn. That’s removes spawns killing, and the DC{deployable cover} aids in defending you.
OMG, there is equipment on a conquest map?
Yes there is a DC. However, with conquest you don’t want the battle to stop at one place {which Bubble Shields/Regens./Power Drains/Flares do}. The DC provides cover when needed for capturing a territory but is easily destroyed with a Brute Shot or Spike Grenade, and there is always enough room to walk around it.
Why is there a shield door on that fencebox?
Spike grenades stick to walls, the shield door allows the spike grenades to bounce into the last territory, giving them some helpful use.
Special Thanks
Thanks to all my testers that helped me test this map about 6 times.
GaldiateSmiths, evan{insert his numbers after name}, that worm, zepplinboy777, and others who joined.
Download Link
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