After about a week and a half of near-constant toil, testing, and retoil, I'm ready to post my newest map,
Nusquam Novus, to Forgehub.
The name is latin for "Nothing new" reflecting that this is a remake of an earlier map of mine from Foundry,
Colonnade. Actually, it's more of a reimagining. Anybody who has played Colonnade will have no problems finding their way around Nusquam Novus, as the three paths have remained essentially intact.
Quote:
The three inter-base routes are as follows:- 1: The Main Path
This is the most traveled path in playtests, as it's nice and open with a variety of weapons and cover available, and it provides lots of medium-range combat.
Pros:
-Access to other routes
-Access to some weaponry, the Ghost, and the Rockets
-Best place to travel quickly or as a team
Cons
-Most exposed route
-At the mercy of the Ghost
-No Power Weapons on this level per se
- 2: Central Structure
Through the central wall dividing the two bases, this path provides the second-fastest route for inter-base travel, along with options for power weapons and a lift to the roof.
Pros:
-Access to the Sword
-Access to Top of Center Structure, and through that the Overshield
-Well Covered on most sides
Cons:
-Narrow Corridors make grenades high threats.
-Teams need to travel single-file to fit through
-Unable to see or affect battles outside of corridor
- 3: Outer Catwalks
From the base, a player can walk along the walls of Sandbox on a few catwalks, to the symmetrical teleporter pair.
Pros:
-Cover, allowing players to influence action on the main path while also hiding from bullets.
-Able to jump to Pillars and from there the Center Top
Cons:
-Not very fast route
-Enemies can pass through Center without being noticed
-Not direct path to anything except Needler
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However, there are differences. For those who've played Colonade, the changes are as follows:
- Bases reduced and redesigned
- In-base Plasma Rifles and Mauler replaced with Spikers
- Cover in front of the base reduced and redesigned
- Shotguns removed
- Center structure interior opened up significantly and Sword added
- Top of Center Structure has much higher walls
- Overshield and Rockets swapped places
- Jump from Rockets to Overshield added. Jump on the low ledge against the wall, than to the small platforms on the sides of the overturned ramp
- Trip Mine added opposite Ghost in center
- Brute Shots by teleporters replaced with Needlers
- BRs moved off of pillars in front of bases.
But Besides that, these maps are pretty much identical.
Pictures tiem now!

Overhead view of the interesting half of the map.

Shot of the Center of the map. Notice the scenery around rockets/overshield, which allows you to jump up.

Picture of Center, with Sword and Lift behind it

Outside along the Wall and the Red Teleporter

Shot of the Base. Notice the Sniper against the wall
Thanks to all of the people who helped me test, special thanks to Fritzster for help with design concepts in both this map and Colonnade.