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Old 07-15-2009   #11 (permalink)
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The bases on Plex are nice, they are not to big or powerful. So, players could not just sit in their bases.
I love the middle of Plex and the inverse block huges in the middle.

Anomaly looks amazing and very unique. I can definately see the Impact influence in it. I think something will have to be added to the raised side walkways as they are very bare.
The whole middle stucture is simply amazing. The arc type things and then the smaller ones in between them look great.

Great designs Solo. Keep it up!
p.s. I'm excited because I will be working on these maps!
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Old 07-16-2009   #12 (permalink)
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Well, this is a really old design that I recently updated. some parts are broken and unplayable for Foundry due to lack of Walls and Double Walls. However, if the design were renovated for the Crypt, I think it might have a bit of potential. The map is called MLG Daedelus. Pics:



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Old 07-16-2009   #13 (permalink)
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I cant really see much from the pictures but what I can see looks pretty good.
The middle design looks nice. It is very intricate and unique, however, it doesnt look like there is any cover at all.
The geos in the third pic look pretty hard.

Nice sketch Cerberus.
Keep it up!
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Old 07-16-2009   #14 (permalink)
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@Cerberus:

It's like a symmetrical Regicide! But no, it looks very nice. I'm glad you chose to work with Foundry for this map. The full Sandbox Crypt would be far too large for something like this. The one thing I would suggest is shifting the box ramps in the third picture to a smaller angle so they won't be so steep. This will enable better grenade points (no vertical bouncing) and give a little larger surface for players to walk on. Overall it looks promising. :D

Last edited by Solo; 07-16-2009 at 10:00 PM.
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Old 07-17-2009   #15 (permalink)
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I really like your idea. I have played the Foundry version and I enjoyed it. I always liked the idea of walkways and such, so I think this map will be a success on Sandbox. I can't say much now other than it looks like it will be fun. I have one question though. Why not expand (:P) the 'Sniper' are to the crypt's wall? If anything, it would give the gameplay a more open feel and allow room for more. I can see that your style is very unique, and I can't wait to see the finish product.
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Old 07-17-2009   #16 (permalink)
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Here's one that I have been tweaking for a while now. It's called Exorbitant. There are some things I will need to address though, primarily cover/LoS, as well as budget and object tallies, but I feel that the general design could work fairly well. I will update this tomorrow once I can get some sleep (haven't been feeling well), and once I calculate the objects and budget for the map. Pics:




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Old 07-19-2009   #17 (permalink)
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That circular design looks epic.
The side bases seem like they would overpower though.
I'd like to see this one in forge.
Add me Cerberus.
Nice design!
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Old 08-05-2009   #18 (permalink)
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Here's one named Rebirth. It is a full-Crypt, unilateral symmetric map. My original design intention was to attempt to change the normal concept of symmetrical CTF designs by accentuating the central high ground, but at the same time managing the LoS from that position such that a player fighting from the high ground will have limited LoS to other areas of interest. The end result will hopefully be a central high ground that will benefit a team who controls it, but not in the usual "I can put shots everywhere from here" concept. In other words, players on Top Mid will have views of all major flag routes and transitions between sections of the map, but they will not be able to easily engage players already in those sections. This will hopefully promote constant movement around the map.

The other idea that I hope to incorporate is having separate flag spawns and capture points at different corners of the map. Essentially, a team spawns at their starting spawn, runs to the opposing team's high corner, and then runs the flag back down to their low corner. If the paths and LoS are all correctly managed, then this should produce interesting gameplay through longer flag runs and more opportunity to prevent captures.

Pic key:
1. Overview
2. Top Mid
3. Bottom Mid
4. Flag Capture Point (Low corner)
5. Flag Spawn (High corner)
6. High Courtyard
7. Low Courtyard
8. Street
9. Perspective view of Mid











Currently, I am not too happy with how Low Courtyard is designed. If anyone has any ideas on what to put there, please present them. I will update this post with a picture of the bottom/floor layout to demonstrate the flow of the floor level of the map. Please, if you have any questions about the design or concerns about any part of it, post them. I want to make the design as good as it can be.

P.S. The design is slightly off-center with the floor of the Crypt, but it is as close as I can get it without actually doing work :P

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Old 08-05-2009   #19 (permalink)
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Wow Cerberus you were totally right about what happened to my computer screen...(*looks for kleenex*).

We can haz collab?

(keep in mind that you iz syurin meh bebiez)

Edit: Just so i don't get in trouble for that post...

The map looks really interesting. Much different then what is considered the norm for MLG.

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You do realize that your signiture isn't funny
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Old 08-05-2009   #20 (permalink)
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Hey sorry just wanted to ask where did you guys get the halo pieces for sketchup
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