Supported Gametypes:
Assault, Capture the Flag, Slayer, Team Slayer
Winner of the May Forgery Challenge at xForgery.com
Featured on ForgeBattle.com
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Description:
The highly anticipated Tetradymite is finally here.
Tetradymite (te-trad-uh-mahyt) is a Big Team Battle map made on the main tier of Sandbox. This project has been in the making for close to two months and has gone through a lot of changes from the original design during the map's making. The map features a lot of unique structures and aesthetics while, at the same time, incorporating very good gameplay. The most defining feature of the map is definitely the structure dubbed "The Claw", which sits about halfway across the map and houses the game-changing Rocket Launcher.
Why a collaboration? I had barely started on the map by myself when my once little known friend, Cerberus Beast, came in to a forge session with me. He was impressed with what I had so far (most of Red Base) and I was impressed with his forging skills. It just kind of morphed out of that and became a full-fledged collaboration. We both made and edited about half of the map and I had a great time working with Cerberus.
The map can support games of 3v3 to 8v8, but the recommended number of players per team is 4 to 6 (4v4 to 6v6).
Recommended Gametypes
Team Slayer
Team Snipers
One Flag
Neutral Bomb
BR Starts are HIGHLY recommended.
*In asymmetric gametypes, the red base is the defending base.
Weapon/Equipment List
(Weapon Type - No. on Map - No. of Spare Clips - Respawn Time - Symmetry)
Tetradymite has the flare, but lacks in other key areas. Several issues hold back Tetradymite from being an enjoyment juggernaut. In competitive maps, gameplay needs to be clear and consistent. This is no the case in Tetradymite. Gameplay felt all too random. This randomness was caused by several things. One of the key contributors of this problem is a lack of incentives. Other than the obvious end-to-end base set up and 'The Claw', there are no key positions. Players need goals to keep them motivated and in motion. These goals, or points of interest, are important for players to alternate between map locations. Tetradymite greatly lacks points of interest due to scarce weapon placement and imbalanced points of power. Players felt like they were running around nothing because of a lack of interest. This obvious error, problems with spawns, massive balance issues, and confusion are a concoction for disaster. Players did not want to jump back into the map. At times, players were frustrated with it due to the design problems. The gameplay is some what attractive and fun due to the innovative, but problems hold Tetradymite back.
Score: 6/10
Balance:
Balance is very important in a competitive map. It covers map geometry, weapons, equipment, vehicles, and spawns. Much of the geometry on this map is ill-placed. Firs off, map sections do not compliment or contrast others well. There are several structures on this map that do not fit in well with the rest. An example is 'Red Side Tower'. This structure feels isolated from the rest of the map, and it is underused. Tetradymite's areas' traffic is also imbalanced. Locations such as 'Red Side Tower', the back of bases, and others feel underused. Players often felt like parts of the map had no purpose. The reason is a lack of incentives. Players need a reason to traverse the map. This goals, or points of interest, can be different thing. Points of interests are usually power weapon spawns and locations of control/power. Although weapon placement is balanced, it lacks opportunity for incentives. It is obvious that some points were set up for control, but they are overrun by nearby bases. For the most part, there are 3 points of interest all of which contain the power weapons. The 2 bases are obvious points of control. Each base gives opportunities to control great lines of sight and house a power weapon. Players start at one of these bases. There is where the problem lies. The bases are the most obvious points of interest. However, players take no risk in controlling their own base for obvious reasons. Overall, the points of interest do not consist of a risk versus reward style gameplay, because the risk to reward ratio is imbalanced. Players can effectively control their own base with little effort in doing so. The only intended incentive to leave is for the rocket launcher. However, after everything is weighted, the rocket launcher spawn has a much smaller reward than the two bases. The bases have a clear advantage over the rest of the map, and they are easily defended. Teams do not have a point to fight for. The only incentive is one that cannot be changed by the map. Players will always move towards the enemy players. Due to this fact and the map's shape, players will need to progress by traveling straight across the map. Players need to have multiple paths to do so. Tetradymite isn't skimpy in the multiple paths area, but it contains a problem that is directly related. Each path needs its own strengths and weaknesses. It is unclear, in this map, which path should be used in which scenario. Most paths have similar amounts of cover and travel time. This makes path choosing extremely difficult for player. A player needs to be able to decide a path, and the decision must have a purpose. If a player wants more cover, they should be given the opportunity to choose a path that offers that, but this opportunity must also have its cons. If player wants a faster route, they should be given the opportunity to chose a path that offers that, but this opportunity must also have its cons. Tetradymite's paths lack this. Tetradymite's paths lack diversity. The paths need to be diversified in order to allow player to make justified decisions. Due to the fact that paths have similar pros and cons, players will take the paths that contain obvious advantages. In Tetradymite, these paths are the walkways above the ground. These paths have similar strengths and weaknesses that the other paths have, but give the slight advantage that height entails. Naturally, players chose to use higher points. The use of the walkways and ramps make other areas underused. The bottom plain becomes some what underused because the top is more attractive. These issues cause flow to be extremely random and inconsistent. The weapons on Tetradymite are balanced pretty well. The map is asymmetrical, but the weapon layout is symmetrical to some degree. Overall, the weapon layout is balanced well. Each team has an equal chance getting the power weapons. Each team is given a beam rifle, and each team has an equal chance in obtaining the rocket launcher. The weapon placement is fair, but lacks opportunities for control which amplifies geometry flaws. Rockets become slightly weaker than normal. Overall, the rocket launcher doesn't fit with the map's design. It is still an asset, but it is not the coveted jewel it could be. The 2 beam rifles become the power weapons of choice. These rifle work well with the map's lines of sight and are extremely useful to skilled players. However, having 2 beam rifles on a map is risky. The weapon spacing could use some revamps. Lack of weapons and weapon diversity make some areas feel dry. In addition to this issue, Tetradymite lacks weapon range diversity. The map mostly plays long-range even with AR starts. Tetradymite lacks opportunities for close-range gameplay. Tetradymite needs to expand its weapon placement to fit a more enjoyable style. These problems can be merged into one solution. The solution is use of different weapons that can be used differently and promote control. Equipment placement is well done. The placement is balanced and fair. Equipment is placed to compliment areas. Vehicle placement seems to be used confusingly. Each team has as a fair chance to obtain their own tool of destruction, the warthog. Players take little risk to obtain the gigantic reward. Although warthog placement on either side cause a balance, the warthogs' relation with the map's geometry cause an imbalance. A warthog team can effectively gain a significant advantage over ground troops by exploiting the map's lines of sight. Warthogs can stay a notable distance away, towards the edges of the map, while devastating the inner sections. Warthogs further area dominance. Warthogs are simply overpowered. These juggernauts can be counted to some degree, but they are balanced with the counters and the rest of the map. Spawn spacing is well done overall. It is balanced throughout the map, but could be used more in some places towards the map's center line and used less near power points which are the bases. Tetradymite's balance issues hold back what it could be.
Score: 4/10
Durability:
Tetradymite is solid in some areas such as escaping and unwanted height advantages, but it falls short in areas such as technical aspects and spawns. Tetradymite falls into the midsection of Sandbox. Unstoppable lasers guard the map's barriers. Tetradymite cannot be escaped. There is no possible way to get out of the map's bounds. The situation is similar with unwanted height advantages. This problem is also known as 'getting on top of a map'. There are no areas in the map's bounds that can be exploited due to poor structure design. The map doesn't a great job with keeping players in the correct areas. The map's technical features could use some work. Mainly, the grav lifts can be broken. This problems hinders flow. However, the problem is not a massive one. Spawns could also be better. The map's spawns become predictable due to the map's design. Spawn-killing was an issue in some games. Players exploited the spawn system and other map flaws to hinder the gameplay experience.
Score: 7/10
Aesthetics:
Tetradymite is a huge success in the Aesthetics department. The map is built to perfection. Tetradymite uses methods such interlocking and geo-merging to make the map smooth. Bumps that trip up players are unseen. Walkways, ramps, and platforms are smooth so that players can traverse them easily and quickly. Players did not experience any gameplay problems due to poor construction. Structures in Tetrdaymite feel sound. There are no structures that feel unnatural. Randomness is minimal as the overall theme is expressed throughout the map. The unique architecture styles such as slanted walls remain consistent throughout the map to keep the theme solid. Attention to detail, among other things, allows players to make effective reference points. Small details (gold) towards the center catch players’ eyes to inform its importance. Larger construction techniques work similarly. 'The Claw' can be used as a great reference point throughout the map. Tetradymite uses unique structures and details to its advantage. Unique construction in the base areas work as great reference points. The map feels and looks right because of the aesthetics used. Traversing the map stays interesting because of the aesthetics used.
Score: 10/10
Originality:
Tetradymite brings exoticness to the table with aesthetics and gameplay. Tetradymite uses small, as well as large, styles of architecture and structural design that is new and unique. Slanted walls on the bases feel fresh. ‘The Claw’ works as great aesthetic piece as well as a gameplay feature. The architecture in ‘The Claw’, ‘Red Side Tower’, and the bases all utilize a unique style. Tetradymite breaks away from the boring aesthetics seen in some maps and brings out new and interesting styles. Along the side of unique structures and appearance, Tetradymite has unique features related to gameplay. Tetrdymite’s layout as a whole is original. Tetradymite veers away from the straight-line base to base action to bring in a different shape. The shape is still base to base, but is set up differently. Tetrdtmite uses a unique set of walkways to keep gameplay fresh. The use of lifts is a side-step from the norm also. The unique layouts is fitted with a unique power weapon layout which is different an interesting. Tetradymite sticks out from the oceans of maps using its unique approaches.
While I am typically very critical of ground level maps, Tetradymite pulls off something special with its unique structures and clever base designs. Primarily designed for BTB, Tetradymite handles smaller groups equally well. Only a few limitations hold this map back from perfection.
Enjoyment:
Tetradymite is definitely a fun map to play. It offers a refreshing approach to capture the flag games and enough variety to really set it apart from all the other ground level maps out there. We see the traditional warthog and mongoose combination, while using a cleverly placed ghost that changes position appropriately for symmetric and asymmetric gameplay. The ramped walkways provide some hilariously unexpected splatters while still providing enough cover that the vehicles don’t dominate the map.
This map does a great job of combining aesthetic touches with great gameplay. From the cleanly geomerged grav lifts, to the awesome claw structure. There are a few places where the map feels open and portions go unused, but this is clearly a design choice to try and force players onto the walkways. Being asymmetric this map is best suited for one sided CTF, but is also surprisingly even for multi flag. I was rather disappointed that this map didn’t support assault as it would have played it very well, but the creators ran into the item limit. Aside from a few spawn complaints this map is still a great amount of fun to play. Definitely something you’ll keep on your hard drive for a while.
9/10
Balance:
Balance is a very difficult thing to accomplish on an assymetric map. Tetradymite shows how proper map planning can provide even play on a very uneven map. Each base has their own advantages and disadvantages and moving around is very easy, but still with plenty of challenging jumps to provide alternate routes. A few times during multiflag it felt as though the attacking base had a slight advantage in that it was more challenging to get the flag out, but when you think about how difficult it is to get it out of the defenders base it makes sense. Base camping can be a bit of an issue as there is plenty of cover inside the base, but as always the vehicles and grenades provide multiple ways to clear out any camping issue.
The beam rifles were excellent choices for this map so that there was no way of one player acquiring all the ammo and camp in the hills. Along with that the rockets were evenly spaced so either team had a fair chance at gaining them. The placement of the rockets was somewhat questionable as it seemed to be a very powerful position right when you touched them, because of this the route in front of rockets was seldom used. This was also the most open area of the map with only a bubble shield to protect you until you make your way back onto the walkways.
The spawning was probably my least favorite thing about this map. It wasn’t so much that the spawns were “bad,” they just were often unfavorable. Looking at the spawns more closely we see roughly half of the spawns on the outside edge of the map and the other half inside, with most of those in the base. This means that about half the time you’re spawning on the edge of the map and are forced to work your way in. This can be very inconvenient when you’re in the middle of a flag capture and you need to work your way back to the flag, only to find you’ve spawned as far from your flag as possible. The counter to this is that because of the many elevation changes throughout the map, players would often be spawning below the enemy. It’s tough to say which is the better choice but I suppose this is mostly a Sandbox flaw since the flat concave surface doesn’t provide any natural cover.
8/10
Durability:
Being a ground level map there’s really no way to technically break it, however, just like any other ground level maps the hills provide a good sniping location and thus you’ll often see people carrying the beam rifles outside the map. This was especially true during a game of team snipers, people would spawn on the edges of the map and just circle their way around. Often times players would spawn directly in front of you because of the hills in the sand.
8/10
Aesthetics:
The aesthetics were probably my favorite part of this map, with many unique touches it is definitely one of a kind. With so many impressive elements it is hard to list all of them; from the geomerged grav lifts, to the awesome claw, and even the sniper towers. Everything looks original and nothing feels played out. Smooth transitions greatly help the gameplay as you’re spending a lot of time on the walkways so any bump would have been noticed. They even took the time to geomerge walls into the ground, so you never bump as you walk onto a ramp. There might be a few places where the aesthetics were unnecessary and the pieces would have been better used elsewhere. Although without the aesthetics this map might seem a little mundane.
My only real complaint is inside the defense base there’s one jump to the flag where you have a wall over you at an angle. If you jump and hit this you’ll bounce off the jump and have to redo it. Being an easy fix I mentioned it to the creators, but I assume it was intentional as it wasn’t changed in the final version. There is also an issue of players getting stuck in the grav lifts trying to get through the holes in the platform. They’re very small so if you don’t hit them properly you might not make it through. Obviously they couldn’t make it any bigger and still have a circular shape but it was still rather disappointing.
9/10
Originality:
While there may be a few moments where you get a feeling of nostalgia, this map is definitely one of a kind. The base designs are like nothing else and the walkways are well balanced for an asymmetric map. It excels at the game of one flag which is very difficult to accomplish in BTB games. With many routes in and out of the bases it provides a great challenge on both offense and defense.
10/10
Overall Tetradymite is an exceptional map that everyone should play. My only suggestions to the creators would be to rework the spawns, and move the block flat inside the defense base so the jump is simpler. Other than that, assault would be next on the list of things to add, but I’m afraid that would require completely rebuilding the map from an OLN canvas. I look forward to your future work.
Overall 44/50
Map Pictures
Overview
Overview 2
Red Base
Behind Red Base
Red Side Tower
The Claw
Behind Claw
Red Side Neutral Base
Symmetric Ghost Spawn
Blue Side Neutral Base
The Octagons
Blue Base
Behind Blue Base
Asymmetric Ghost Spawn
Special Thanks to:
Cerberus Beast - You are awesome. This map could not have been anywhere near as epic if we hadn't collaborated.
Forsaken - For seeing through a lot of the making of this map and offering some suggestions.
GD27 ShockWav3 - For teaching me about some spawning.
All our testers - There's too many of you to name. Thank you so much.
Everything looks nicely interlocked and merged and the gameplay looks solid. The grav lift/ man cannon merged with the ground looks great and the claw looks pretty sweet also. You included tons of little details that make your map special and make it look legit. One thing that i would like to recommend would be to add a little more cover to certain bottom areas where there isn't much cover. Other than that it is one of the best maps out there.
Overall 4.7/5
MY MAPS~
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Last edited by ShortKidPena; 05-30-2009 at 03:06 PM.
Reason: color
Ace, you know how much I love this map. I love the unique bases, the geomerged gravity lifts, the claw... Tetradymite provides a unique gameplay experience because it doesn't just have two bases, some random cover, and a pyramid in the middle. Tetradymite has a beastly weapons set up, and it doesn't have too many vehicles like some maps I know. Both you and Cerberus Beast made one helluva map. I swear that if this doesn't win the XForgery BTB contest, I don't know what will.
Really well done ace.the structures are perfect and I love the claw idea.And the weapon layout is perfect.When we played it I loved the gameplaym,it was very etiquette.I think one bomb,nuetral bomb,and nuetral flag plays best on this map.I am sure it will conquer all in the xForgery BTB contest.And this map can use a bit more cover or so.But the structures cover most of the map so that is really no need.And I love how there is a beam rifle ion a mapo for once and a little too much BRs on this map.Ace you did good thoguh.Overall the map is nice!
@redeyesmaster: Feel free to use any of the structures on the map. Just make sure to give credit where credit is due.
Thanks for posting the map, Ace. You did a great job with your base designs and are a very good inspiration when trying to think of unique layout ideas. I hope we win the contest!
Location: idk but its dark and i think i hear laughing.
Posts: 501
I've posted over at xforgery to. Map turned out amazingly. I signed up for testing but my parents pulled a fast one and i was pissed when i couldn't participate. I watched this map from the beggining even though i got booted like twice while you were working on it. Glad to see it out. Also, i totaly agree with what conkerkid said.
This map is awesome, way better right now than the teaser allowed us to see...
The aesthetics make this map unique, such as the claw and even the base designs. You did a great job on this map, both of you. And I think the 2 months were well spent. Sorry I couldn't be there for the testing, but I was busy. I will download this and get back to you on gameplay, but as for right now, just amazing.
Those are some mighty fine looking structures. If the gameplay is anything like the aesthetics, I'm sure this map will find a home on hard drives everywhere. I can't wait to get a game on it. Looks very nice.