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Old 05-14-2009   #1 (permalink)
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Espionage v2


Espionage v2
The spiritual successor to my map Espionage; which was made over a year ago, now.




Overview
This map functions both for asymetric and symetric gametypes. And is designed as a high military research facility, which has a surplus of ventalation systems running throughout. The overall gameplay can be best described as, long hall BR fights with close range melee and nade fights; so based on your location the map will have different play styles that work best. This is also evident in the custom gametype that originated the map back when the first version was built. I will get into detail about this gametype later on. Now the reason I use the phrase "spiritual successor" rather then simply saying it is a remake, is that it looks nothing like the original in design and aesthetics. Half of this being due to my increase in forging ability, and the other half because I had so much more to work with.


Weapon Set
AR x1 [2 clips]
BR x5 [2 clips]
SMG x1 [2 clips]
Magnum x1 [2 clips]
Sniper x1 [1 clip] (Symmetric)
Rocket Launcher x1 [0 clips] (Asymmetric)
Shotgun x1 [0 clips] (Asymmetric)

Equipment Set
Frag Grenade x4
Plasma Grenade x2
Trip Mine x1 (changes location based on symmetry)
Regenerator x1 (Asymmetric)
Bubble Shield x1 (Asymmetric)
Firebomb x2 (Asymmetric)

Supported Gametypes
Team Slayer
FFA
One Bomb
Neutral Bomb
KOTH
Territories
Land Grab
Juggernaut
Infection
...well all of them, but I would suggest symmetric unless you are playing the custom gametype "Intel Grab" or One Bomb.



Layout
The map is a series of four rooms, with a ventilation chamber above all two floors (third floor). The second floor is an elaborate U-shape that crosses over the whole map; and the first floor is a series of open chambers with natural cover on either ends of each chamber. The third floor (ventilation chamber) connects all the vents throughout the map and provides slow, but safe, travel around the map.

A Crappy Paint Picture I Did in a Second...

Central Chamber

North Wing

Ventilation Chamber

East Base

West Base

East Long Hall 1st Floor

East Long Hall 2nd Floor

West Long Hall 1st Floor

West Long Hall 2nd Floor



Ventilation System
There are entrances/exits from the vent system at each chamber location. When playing symmetric games the vents are open in both directions; but in asymmetric games, the vents become one way (out).

Central Chamber/East Base Connecting Vent

North Wing Vent

East Base Vent

West Base Vent



Custom Gametype
The custom gametype Intel Grab, is a territory based game where one team spawns with nothing but equipment, and the other (defending) team spawns with a large amount of weapons. This creates a gametype where one team must stealthily sneak in, via the vents, and capture the territories; while the defending team must try and hold them off with their cache of weapons. The custom powerup gives the defenders an enhanced radar, which allows them to hunt down the players progressing through the vents easily, but it makes them a ready target for the attackers.

Last edited by Sarge525; 05-14-2009 at 08:28 PM.
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Old 05-14-2009   #2 (permalink)
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This map looks great!

The idea of the vents is very interesting and tactical.

I will give more detailed feedback when i have tested it with friends.

edit: i have just finished testing this map with some friends and it is amazing! Before we played i did a forgethrough and i wasnt that impressed but when we played it with the gametype it works so well. Crazy king was also a favourite.

My only problem with the map is that t is bumpy in places.

Also does this map work for infection?
Because if the zombies started in the equipment room that woud be really good for save one bullet.

Outstanding staying on my hard drive. Fix the errors and yoou will have my alltime favourite map 4.5/5

Last edited by WastedMammoth; 05-19-2009 at 07:23 PM.
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Old 05-14-2009   #3 (permalink)
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I like this. I might actually download and give it a try. I really like the use of multiple floors. In that way it reminds me of avarice (although nothing like it) Looks like it would provide for some nice gameplay. I think you need to add more astectics but other then that it looks pretty good. I will look for a v2 (if there is one)

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Old 05-14-2009   #4 (permalink)
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I must say, this is one of the most original i've seen lately on ForgeHub, I really like the look of the map and the use of the vents. Also playing with the custom gametype seems to be really tactical and fun. From this point, i dont see any faults cause it looks really clean!

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Old 05-14-2009   #5 (permalink)
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Vents are something I have been wanting to see in a map for a long time. I've always been fond of them, whether it be in Counter-Strike or some other game. They always present interesting tactical scenarios and always keep defenders wary of having to gaurd multiple entrances. I tried doing them once, but it kind of sucked. Kudos to you. Downloaded. Try making more maps in this style.
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Old 05-14-2009   #6 (permalink)
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This is an amazing map. The use of the vents, the specific weapons/equipment placement, and the gametype make this a very unique map. I don't think I've ever seen another map done like this before. I love tactical, sneaky-sneaky maps.

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Old 05-14-2009   #7 (permalink)
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Very interesting map, even more so because I didn't even realize it was in the skybubble. That's very impressive. It is kind of confusing at first, especially with all the intricate tunnels. I will definitely be trying this one out in a game.

My Maps:
Sandbox:
Undertow(Symmetrical skybubble)
Mettle(Skybubble arena)
Scorpio(Gemini Remake)
Foundry:
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Old 05-15-2009   #8 (permalink)
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Quote:
Originally Posted by iiHeCtic View Post
I like this. I might actually download and give it a try. I really like the use of multiple floors. In that way it reminds me of avarice (although nothing like it) Looks like it would provide for some nice gameplay. I think you need to add more astectics but other then that it looks pretty good. I will look for a v2 (if there is one)
I would have loved to add more aesthetics, but sadly I had reached the total object limit. And I had already piece-pinched where at all possible just so I could finish the map itself, so I could not add more aesthetic touches with out compromising the maps integrity. Thanks though, for the comment.
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Old 05-19-2009   #9 (permalink)
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Finally, you released this. I had heard talks (in the debate forum or something) of a remake/reimagining of Espionage by you, but now it is posted. I loved the first one, albeit a bit subquality in forging, becasue it had some of the best gameplay. Oh and a word to the wise: play with the custom gametype, because it best utilizes the map's layout. Heres to another great round of Intel Grab.

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Old 05-19-2009   #10 (permalink)
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Really nice design. I like the use of the ventilation tunnels to provide and alternative route around the map. From what I can see the merging looks clean and smooth. A 4.5/5 and a dl from me.

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