Hello fellow forgers! Today I am here posting yet another map which was created through the collaboration of @A 3 Legged Goat. The design started from one of Goat's initial concepts that I had taken a gander and saw the potential for creating a fun and unique experience. So me and goat sat down with a concept
So from this drawing we created an initial map design with particular design values and ideas that goat initially had with his concept design. After some playtests and various feedback we were abruptly hit with a wall that made us realize how much excess of connections we had with such extreme verticality.
We also had a challenging issue with creating a vision for the art of the map, initially goat had an ideas to create a more forrunner halls with unique thematic lighting. However, Goat was beating his head against the wall trying to develop the art-style and was about ready to drop the project because of it. So we went to his first initial design he was putting together, and I shot an idea into the dark to him. Brutalist Architecture, or something that was a little more related was Vex architecture from the game "Destiny"
When we began with the idea, he began slapping ideas and forms together without any effort at all. it was the spark we needed to bring the concept to life. After both testing the concept and putting together art concepts for a week or two we went back to our write up and formulated ideas on our goals were. At the time Goat became busy with the 2v2 contest and I had all the time in the world so overnight I created an initial concept ready for playtesting.
I drew out and built the map based on the theory of Rock, Paper, Scissors. What this entails is power positioning which has power based upon LOS and positioning. Each power position becomes countered to another position, promoting players to use each power position based upon opponent positioning. The initial design while it utilized these factors well, gameplay felt over-scaled for RRR (Red Reticale Range). Spawning also was an issue as it felt safer to one side of the map which created an over abundance of spawning inside. Lighting also broke right off the bat, with strange pokemon appearing all over the cave walls (lol, you all understand).
With my mind in full gear and my ideas laid out and bare, I pumped out the map yet again from the ground up on a different canvas with a sprawling fury. While the design was initially for 2v2, the newly added red elbow created spawning capable of supporting 4v4. With the various testing, I was able to get the spawning functioning for 4v4 slayer and oddball and with minor feedback and a great help from some of the best forgers around.
With all that has happened, I present Brutalist, A 2v2-4v4 map designed with extreme vertical play and dynamic LOS with creative movement. Each area is distinct from the other, from the cave to the open area to the blue room. Ideal for slayer and oddball, I hope that you guys have as much fun as I did formulating this with A 3 Legged goat.
Binary rifle - 2 spare clip - 120 secs
Scattershot - 1 spare clip - 120 secs
Overshield - 120 secs
DMR - 1 spare clip - 60 secs
H2 Battle rifle - 1 spare clip - 60 secs
Carbine - 2 spare clips - 60 secs
Light Rifle - 1 spare clip - 75 secs
Splinter Grenades x 2 - 75 secs
Plasma Grenades x 2 - 60 secs
@MultiLockOn (thanks for the art broski)
@Given To Fly
@Kurismic (same goes to you)
@A 3 Legged Goat (you rock buddy, You deserve credit just as much as I do)
Itz a Bobcat
And the countless forgers and players who helped me playtest this map into fruition!
Thanks guys! here is your download link!