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Old 3 Weeks Ago   #1 (permalink)
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Lobster Trap


Sea Quest on Lobster Trap.

Sea Quest is a Conquest style gametype for my underwater conquest map Lobster Trap.

Note: The map will work on normal conquest, my variant changes starting weapons to plamsa pistols, shorter capture time, and changes the armor colors to brighter colors, pink and orange.

The map is also compatible with Moshpit and MultiFlag.


It is a bit dark in this video, but is actually much clearer in gameplay. I used laser/light/plasma weapons to add very colorful closequarters gameplay without the annoying 4 shot/strafe-fest.

You may also notice in the video, that pallets and dinghys that sink to the bottom will resurface if you melee them. This makes for great cover when under intense enemy fire.


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Last edited by Nosirrom Mij; 3 Weeks Ago at 04:28 PM.
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Old 3 Weeks Ago   #2 (permalink)
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No. Not conquest. Not really.
I looked at a couple minutes of the video, and I see a few problems right off the bat.

1) You have a mini-armory at the spawn, that's not good.
2) You have TWO paths from the start, complete with shield doors. Conquest has one linear path.
3) The map itself is sloppy.

Aaaaand It's cool that its underwater and all, but even with regenerators, power drains, etc, it is still hard to see.


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Old 3 Weeks Ago   #3 (permalink)
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Quote:
Originally Posted by Kronos View Post
No. Not conquest. Not really.
Close enough for Jazz.

Quote:
I looked at a couple minutes of the video, and I see a few problems right off the bat.

1) You have a mini-armory at the spawn, that's not good.
Explain.
Quote:
2) You have TWO paths from the start, complete with shield doors. Conquest has one linear path.
I'd hardly call it two paths. It's one narrow corridor occassionly seperated by a thin wall.
Quote:
3) The map itself is sloppy.
Wasn't going for map of the year, just something different. Love it, hate it, I could care less. Aside from that, forging underwater is no easy task. If you move the slightest bit in monitor mode, you will rise to the surface.

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Aaaaand It's cool that its underwater and all, but even with regenerators, power drains, etc, it is still hard to see.
Not really. You can see your enemy on the otherside of the map.


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Last edited by Nosirrom Mij; 3 Weeks Ago at 06:06 PM.
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Old 3 Weeks Ago   #4 (permalink)
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Missile pod + shield doors = bad.
Also, you could easily camp in the top of the containers on the pallets & dingys and assassinate people repeatedly.
It's a really good Idea, but I strongly advise re-working the layout, weapons, spawns, and territories, try to go for gameplay, being a conquest map.


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Old 3 Weeks Ago   #5 (permalink)
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Explain? Well let's just say everyone at forge hub despises armories. Try to spread out your weapons if you can get them underwater. Same with the equipment. The concept is unique, but aesthetics aren't as important as gameplay. There are way too many power weapons.
Quote:
...pictures, dude...pictures
A video is thousands of pictures. But at least embed your video.

Conquest?... not really. Just saying. This doesn't have the same feel as a conquest map. The floating cover is nice, but still doesn't provide that much cover.


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Old 3 Weeks Ago   #6 (permalink)
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Explain? Well let's just say everyone at forge hub despises armories. Try to spread out your weapons if you can get them underwater. Same with the equipment. The concept is unique, but aesthetics aren't as important as gameplay. There are way too many power weapons.
I place weapons that were colorful down. The power weapons are also limited by long respawn times. I used the missile pod because it's like a torpedo launcher. I also placed the armory at the beginning because of the fact it is hard to see and because it is so confined gameplay is hectic, like I intended. It is a small map which was designed for crazy battles. Not the typical 4 shot firing squad. The pallets and dinghys were also made for assinations, just beware of them. If they are on the surface there is likely someone up there.

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A video is thousands of pictures. But at least embed your video.
Sorry, embedding videos is different over at Forge-Union, I'm not sure how to do it here.

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Conquest?... not really. Just saying. This doesn't have the same feel as a conquest map. The floating cover is nice, but still doesn't provide that much cover.
It is more of a concept really. I intend to do more with the idea later, but I think I did alright with the pieces I had available. And again, forging underwater is... frustrating.


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Last edited by Nosirrom Mij; 3 Weeks Ago at 06:30 PM.
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Old 3 Weeks Ago   #7 (permalink)
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To put in the vid on the thread, just copy and paste the url like this:


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Old 3 Weeks Ago   #8 (permalink)
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Nice concept, and the armory and equipment cluster is understandable, but it also means that this cant really be considered conquest. I gave some thought to making a map like this where an entrance to one of the bases goes from the top dock, underwater, and then to the bottom dock, but I hate forging on longshore.

Anyway, It looks like it could be pretty good for territories, but like I said, not quite a conquest map. But that's not to say that a little editing couldn't make it into one.

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Old 3 Weeks Ago   #9 (permalink)
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Id have too agree and i know its no easy task to forge underwater, but in personal opinion you may want to do something like this. _/---\_ the _ parts are underwater than have ramps / that allow you to come up to oh say knee high then just drop back down underwater. It would improve gameplay that way your not always just fighting underwater and you can see at some parts of the map, but leaving the water knee high makes it so you could crouch by someone cause your under the water lol.

BTW i love how equipment floats like the power drain haha epic
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Old 3 Weeks Ago   #10 (permalink)
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I am probably going to make a better version later. Longshore is unfortunately pretty limited piece wise. It's sad that citadel has more to work with.

Oh and Ac3Snip3r thanks for the embedding info.

Quote:
BTW i love how equipment floats like the power drain haha epic
That is also partially why I made the armory set up. Placing weapons under water is unpredictable. They float, they sink, and they are hard to see at times.

I liked using the colorful weapons because they are also easier to strafe than bullet based weapons.


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Last edited by Nosirrom Mij; 3 Weeks Ago at 07:05 PM.
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