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Old 06-25-2009   #1 (permalink)
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Fouren X2 2.0


Fouren X2
VERSION 2.0 IS OUT
Simple and Small map 2-4 players.
Good for 1v1

Download Map


This map is a small one and is best suited for 1v1 or 2v2. It can support all game types.
The map itself has 3 actually levels with a few in betweens. For power weapons it has:
-Brute Shot- 1extra clip 90 sec respawn
-sniper rifle- 2extra clips 150 sec respawn
-a Mualler- 1extra clip 120 sec respawn

When playing this map with 3v3 flag you can set up spawn traps on either side. The map can also support zombie as well as territories. Basically any game type can be supported on this map.

UPDATE:

Blue base now has more options of reaching the third floor nyxing lift camping. I cleaned some of the forging upstairs. I removed the shield drain platform completly and added a hand railing buy blue base.

PLEASE. If you download leave feedback.

Download Map

SHORT YOUTUBE







Download Map

Last edited by 2woFace; 07-18-2009 at 03:47 PM.
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Old 06-25-2009   #2 (permalink)
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Wow, for you first map this is great. The interlocking looks good, and the map design is original and unique. I really love that slanted window wall. I can even see this map playing 4v4 (maybe.) The sniper does seem a bit overkill though. And depending how your spawns are set up, may even promote spawn killing. Good first attemp though. 4.5/5

(PS. Good job posting correctly)
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Old 06-25-2009   #3 (permalink)
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Quote:
Originally Posted by cartoonwolf View Post
Wow, for you first map this is great. The interlocking looks good, and the map design is original and unique. I really love that slanted window wall. I can even see this map playing 4v4 (maybe.) The sniper does seem a bit overkill though. And depending how your spawns are set up, may even promote spawn killing. Good first attemp though. 4.5/5

(PS. Good job posting correctly)
Thanx man I'm really glad to hear that.

I'm not to sure about the 4v4 thing do to the "spawn trap" thing.

As for the sniper, I understand what your saying, but reguardless of the map, sniper in the right hands is overkill. We played about 10 games and the variety of cover and the multiple levels really left the sniper out to dry. ARs,Brs,and the Brute shot really were the more powerfull entities.

Last edited by 2woFace; 06-25-2009 at 04:40 PM.
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Old 06-25-2009   #4 (permalink)
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The map looks awesome and I bet it plays very fun, but I am also wondering if the barriers work in the gameplay?

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Old 06-25-2009   #5 (permalink)
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Wow. This map looks pretty good, the map is well forged and the design of the map is unique. The last pic looks great and really shows how unique the design is. I`ll have to download this as it looks like a great map to play BR/Snipers with my friends on.

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Old 06-26-2009   #6 (permalink)
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hey man great map, me and my friends played 6 2v2 games and we all love it keep up the good work
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Old 06-26-2009   #7 (permalink)
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I took a forge-through on the map and I had several thoughts. Right off the bat, I like the variation in height, not just the box height, but the custom as well. The layout was nice and you had ramps in all the right places. Good job!

I don't think you're done though. This map has potential.

So here are some things I'd like to see.

Camo - Either create a jump up or angle the tin cup up sp that players can jump out of the hole. I like how you put thought into having players lose their positions in ordr to gain camo. That said, however, once inside the tunnel there is only two ways out. Towards red base or back down to blue base. I like the slanted window too much to ask you to remove it so I think that jump-up is quite feaseable.

Tunnel Entrance to Red - This walkway needs to be larger. Depending on how large or extravagent you make it will create more play space or increase the size of red base.

Power Drain Spawn - Nuke that location. It's too gimicky for competitive play. Works for casual, but not here.

Blue Base Doors - Instead of three smaller doors, interlock them into the block and walls so that the floor space is increase and opens it up just a little.

Center Walkway Pillar Railing - I feel they should be pushed out more to cover up the arches and wall flooring. It'll put more playspace up top and look neater. Right now they are interlocked at different depths into those obelisks, which looks weird. I know the quick jump is there, but on such a small map it isn't really necesary.

Barricade Area - I kind of like the barricades, its a nice mix-up of the everyday. That area needs railing just like everywhere else.

Aesthetics - So far they are great. Again, there is room for improvement as they are some areas of flickering, but it doesn't bother me that much.

Those are just some quick and easy things to improve the flow and quality of the map. All this in mind, the only thing I didn't like was the area on top of blue base. I felt like there need to be a ramp up to the center from the base. ( I think putting a platform on the back of blue base would be perfect here.) The lift is the only way to go for the smart gamer since it puts them in better positioning. But players on top of blue can target those threats easily. The ramp should help to counter-act that.

I'm also not a fan of top blue either, feels kind of weird with the whole drop-down. Although I like it, walking around there didn't feel like it flowed with the rest of the map.

Anyways, all-in-all you did a great job. Keep up the good work!
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Old 06-26-2009   #8 (permalink)
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Wow this looks really good, I love the way you have used the tin cups upside down to make grassy scenery, that is something I have never seen before. I will download when I get round to it.
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Old 06-27-2009   #9 (permalink)
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Thanks Rusty, thats the advice I had really been looking for and depending on object limit I will see how many things I can change or make better. I deffinetly agree with most of what your saying the only thing I dont understand... Do you want me to make a ramp from the bottem to the top of blue base?
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Old 06-27-2009   #10 (permalink)
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Not from inside the base itself. I was thinking of a wall platform added on to the back lower but of the base and a block or wall removed to be a doorway. A ramp would go from that bit up to top mid.
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