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Old 09-07-2009   #1 (permalink)
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Verticality


Verticality
Created by padres1944
With a lot of help from MisterRemy(IIRemy)

Supported Gametypes:
Conquest v3, Conquest
Map Description
Verticality is a standard Conquest map in a sort of M shape. It has 7 territories and a large amount of vertical change(hence the name).

Weapons:
Brute Shot x2
Plasma Rifle x2
Spike Grenade x4
SMG x2
BR x2
Spiker x2
Needler x2

Update: New version(same DL link) has a few areas smoothed out and bumps covered. No other changes.

Update 2: Newer version features sunken territory flags and horizontal slats by the second territory instead of vertical to promote movement instead of camping.


Overview.



Spawn(all screenshots of red side mirrored on blue side.



First territory is both sets of ramps with BR, Brute Shot, Plasma Rifle, and Spike grenades.



Second territory with view of opposing second territory with Spiker, SMG, and Needler.



Third territory is the ramp down to the center territory.



Center territory is bottom of this area(cannot be contested from atop colored pillars).



Overview of center territory and territories leading down.



Thank you to IIRemy especially for helping with a bunch of the forging, and to all of the people who helped me test it. Also, this is my first Conquest map, so cut me a bit of slack if it isn't perfect.

Download Verticality
Download Conquest v3

Last edited by padres1944; 09-07-2009 at 07:46 PM.
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Old 09-07-2009   #2 (permalink)
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Excellent! We've been in need of more "vertical" Conquest maps. I see you provided the link to Conquest v3. Do you prefer this version over v4? I like the layout and think you did a great job on weapon choice as well. The only weapon I would discourage in Conquest is the needler. There is no rule against it but needlers tend to encourage players to backpedal, which is the opposite of the "push forward" gameplay so commonly found it Conquest. But some maps have pulled it off so maybe it works here. I like the elevation change a lot and think you made good use of it. Most Conquest maps have little to no elevation change so think is great. I noticed that you have an open wall slit in the map though. Its not a big deal, but I prefer Conquest maps without the option to attack enemies from multiple points along the path. I also noticed that you have three starting points placed on the map. Once again, not a problem but you really only need one. It looks like you did a great job on the territories as well. I was a bit surprised to see this Conquest map posted because I have never seen or heard of it before (people usually have me help them with their maps or at least check them out before they post them). I'm going to download for a forge through and if all seems well, I'll run some tests. I'm looking for the best Conquest maps to include in our selection for getting Conquest in Matchmaking Obviously, you enjoy Conquest. Would you support it entering Matchmaking? If so, here is a thread you might be interested in! Once again, great work. I'll check it out!




Last edited by Gunnergrunt; 09-07-2009 at 02:43 AM.
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Old 09-07-2009   #3 (permalink)
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Quote:
Originally Posted by Gunnergrunt View Post
Excellent! We've been in need of more "vertical" Conquest maps..........
That's exactly what prompted me to make it. Most Conquest maps I've played don't have much vertical change, so I decided to make one. Granted, most of the vertical change is out of the way, but there is still some there, enough to affect the gameplay. Hope you guys like it! I haven't played much of v4 yet, so I went with the link to v3. Once I get some more playtime with v4, I'll decide which I like better. About the Needler, I think it works somewhat well in this case. Where they are placed there is not a long, straight hallway to allow for the quick stacked explosions customary to it, it is near the center territory where there are a lot of close quarters turns, so it makes it tougher to use. If you are planning on doing the forge through right now, I'm online if you want me to show you around the map myself.

Last edited by padres1944; 09-07-2009 at 03:04 AM.
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Old 09-07-2009   #4 (permalink)
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Quote:
Originally Posted by padres1944 View Post
About the Needler, I think it works somewhat well in this case. Where they are placed there is not a long, straigh hallway to allow for the quick stacked explosions customary to it, it is near the center territory where there are a lot of close quarters turns, so it makes it tougher to use.
Ah great placement. That is usually how to make a needler work in Conquest. I'm glad you thought that out!



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Old 09-07-2009   #5 (permalink)
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I actually really like this map. I normally don't like Conquest maps. But I actually had a great time playing this one. Another great map, padres! :D

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Old 09-07-2009   #6 (permalink)
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i've never seen a vertical conquest map, but this one sure makes a good one to start on. I like the m shape, most shapes are in S or Z forms, again the needler to me is annoying and i wish it was taken out of conquest. About the territories if you wanted to, you could merge the territories in a bit lower for a better look, although this entirely up to you. anyways congratulations on your post, im glad to see that people still love conquest.
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Old 09-07-2009   #7 (permalink)
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Nice conquest map. The geometry of the map is welly made due to vertical advantage. I didn't know neutral power weapons were allowed in conquest because it would give another team the upper-hand from the other, but I guess this proved me wrong. Nice to see some more Conquest maps on ForgeHub!!
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Old 09-07-2009   #8 (permalink)
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Quote:
Originally Posted by xItZ JENKiNSx View Post
Nice conquest map. The geometry of the map is welly made due to vertical advantage. I didn't know neutral power weapons were allowed in conquest because it would give another team the upper-hand from the other, but I guess this proved me wrong. Nice to see some more Conquest maps on ForgeHub!!
Neutral power weapons? As far as I know(and I made the map), there aren't any. What were you talking about?
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Old 09-07-2009   #9 (permalink)
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Finally, a conquest map that has a lot a z-fighting... wait...

Anyway, this map looks like it has amazing layout, and would easily be featured if it werent for several problems. The first problem is in your pictures, notably the one with the red and blue columns, there is quite a bit of evident sloppiness. This generally causes problems with nades, and people are less likely to go 'OMGOMGOMGOMGOMGOMG!!!!!' when its sloppy. Also, some of the walkways are WAAAAY too small. They definately look like it would be so easy to just sit with a sniper and 2 for 1 the entire opposing team as the tried to walk down one of the many long hallways. Make it neater,and maybe wider, and you have yourself an amazing map.

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Old 09-07-2009   #10 (permalink)
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Quote:
Originally Posted by Death YoYo View Post
Finally, a conquest map that has a lot a z-fighting... wait...

Anyway, this map looks like it has amazing layout, and would easily be featured if it werent for several problems. The first problem is in your pictures, notably the one with the red and blue columns, there is quite a bit of evident sloppiness. This generally causes problems with nades, and people are less likely to go 'OMGOMGOMGOMGOMGOMG!!!!!' when its sloppy. Also, some of the walkways are WAAAAY too small. They definately look like it would be so easy to just sit with a sniper and 2 for 1 the entire opposing team as the tried to walk down one of the many long hallways. Make it neater,and maybe wider, and you have yourself an amazing map.
Well, the hole between the inner red column and the inner blue column is supposed to be there. Its by design and is supposed to force you to watch where you throw grenades, although there are only spike grenades, so it is not as much of an issue as it would be with frags. Also, there is no sniper on the map, so that is also not a problem. Conquest maps are supposed to be thin like this, and if you had played on it, you would see it is fine. I suspect you did not read any of what I wrote, and only looked at the pictures. Otherwise, you would have known that the problems you suggested were negated by either design or the gametype. As for a bit more general tidying, I plan on working that out. But most of the bumps you see don't affect you when you walk over them and are purely aesthetic glitches.

EDIT: Update smooths some places over and covers some bumps.

Last edited by padres1944; 09-07-2009 at 01:17 PM.
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