Corrosion

1v1 Slayer
7.0

Map Description

  1. GrayishPoppy210
    Corrosion:
    "Much like the factories, the people are weary and broken but still they keep fighting... How much more can they take?"
    My 1V1 FORGEHUB contest entry

    Gamemode settings (Forgehub 1v1):
    red Vs blue
    15 kills to win
    No AR - Magnum only starts
    2 nades
    No radar
    5 second respawn

    Lore:
    This small colony planet survives as an industrial giant constructing weapons and ships for the UNSC. Life is not pretty here. The surface of the planet is almost completely covered in factories, the last trees of this once beautiful planet destroyed long ago. Tensions with the UNSC are at an all time high with workers living in dingy slums and the factories themselves are barely maintaining themselves. It is a wonder the workers have not rioted yet...

    Aesthetics:
    The aesthetics of the map are in a WIP stage. The theme is similar to that of my recent 4v4 map Cryolite (which currently fails gameplay wise) and is an industrial style inspired by a few pieces of concept art I found on the internet. The map is reasonably dark and has a very sinister tone. The map also looks very run down and seems small and tight and confined which all contributes to this mood. The map is lit which a mix of yellow and orange lighting which has been positioned to help guide the player around the map by illuminating routes and doorways. The orange used for lighting is also used for the walls which are a mixture of grey and orange and these walls blend well with the lighter grey flooring and sand on the lower floor.
    Update:
    Plenty of work has gone into improving aesthetics since I released the map. The new screenshots show this improvement.

    Layout:
    This is pretty much the first map that I have almost fully designed before building in forge taking into account how all areas of the map will play. I feel this has paid off and so far I have made minimal changes to the layout since the first blockout. The map consists of 2 main levels however there is also a smaller 3rd upper level. The lower level is well sheltered and houses the power weapon. Players also have access here to a one way teleporter to them up to the top level. Along with a ramp at each side of the map that leads up to the second level. the second level is much more open except for 2 narrow corridors which both give access towards the upper layer. Between the second and first level is a grating which can be shot through and which can allow a player to shoot down from the second level at a player after the power weapon. The top level is the most powerful but also the hardest to escape and easily countered from the previously mentioned routes and a further jump up from the second level. So far this layout has worked very well with players cycling around the map and constantly trying to outsmart opponents whilst also trying to secure the weapons on the map.
    Update:
    The one way teleporter exit now provides access to a new upper ledge found diagonally opposite the previous exit . This ledge provides a good view over the other half of the map but is a very hard to defend position which cannot be escaped. (Soft kill also added in teleporter exit to prevent camping). A lift has also been added from bottom mid where the scattershot is found to the level above.

    Weapons:
    The weapons set of the map is made up of tier 1 weapons with a tier 2 power weapon. The scattershot is the main power weapon and spawns every 90 seconds. It has no spare clips. The BR and SMG are found by the red and blue spawns in the second level while the silenced AR is found on the top level. All 3 have a 60 second respawn and no spare clips. A splinter nade with 60 second respawn is also found on the second level above the scattershot below.
    Update:
    Splinter nade moved to silenced AR location.
    Silenced AR replaced Smg
    Plasma pistol replaced BR
    AR contains 1 spare clip and pp has 40% ammo
    They both have a 60 second respawn.
    Scattershot spawns every 120 seconds.

    Thanks:
    Thanks to the Thursday thirteen, Forged Friday, the numerous random people who have pretty much all beat me on this map when I've played in customs and anyone else that has helped in any way with this map so far (you know who you are)

    This map is now in a BETA phase during which I want it to receive as much testing as possible from not just forge critics and map testers but also a multitude of competitive and casual players. please consider giving this a bookmark and post any feedback below or message me directly. Thank you. Enjoy!

Recent Reviews

  1. brusky0086 brusky0086
    7/5,
    Great map.Verticality is a factor here so keep that high point just remember that the scattershot spawns below.Solid Map for 1v1-2v2 Games.Great work Poppy!

Discussion

  1. Ryouji Gunblade

    Ryouji Gunblade ONI Agent

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    I remember dueling Ascend on this in its blockout stage. Nice stuff.

    If it were me, I'd add a couple of extra minor height variations on your main open paths. Alternatively you could add dust, dirt, or sand to make the corners and floors less flat if you wish. I'm pretty sure you're already on top of this, but consider having wall stuff built into the walls and not just pasted onto them. And one last thing, what if the crates were in strategic locations that open up risky clamber paths? I'd give you more substantial layout advice, but I'm still learning 1v1 mechanics myself.

    Can't wait to see how you evolve this one!
     
  2. GrayishPoppy210

    GrayishPoppy210 ONI Agent

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    Height variation. Your not the only one that's mentioned it. At the moment the map is to flat I think and encounters just aren't interesting. Play is solid and competitive but not really interesting. I've seen much more interesting verticality and pathing done in some other maps using terrain. Not sure how I can incorporate that but whatever. Thanks for the feedback and I'll see what I can do.
     
    MrDeliciousman9 likes this.
  3. MrDeliciousman9

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    You can open up holes in floors and make some areas on the bottom have some power over the power positions by allowing the bottom areas to have more cover or ways to move to a flank. Making the top areas more prone to being shot is another way to balance out the areas and force the players to move to the lower areas. Even better if the area you drop down to is very weak to promote more risk and reward to using power positions. I know you will think of something. I look forward to see what you do.
     
    GrayishPoppy210 likes this.
  4. GrayishPoppy210

    GrayishPoppy210 ONI Agent

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    GrayishPoppy210 updated Corrosion with a new update entry:

    A lot has changed...

    Read the rest of this update entry...
     
  5. ACTIVATE HALO

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    I'll test yours if you test mine:cool:;)
     
    GrayishPoppy210 likes this.
  6. GrayishPoppy210

    GrayishPoppy210 ONI Agent

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    Sure thing. Will message you feedback
     
  7. ACTIVATE HALO

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    Same here
     
  8. brusky0086

    brusky0086 HSFN/iForge
    Forge Critic Senior Member

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    Brusky won.
    Just saying....


    ;)
     
    GrayishPoppy210 likes this.
  9. GrayishPoppy210

    GrayishPoppy210 ONI Agent

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    GrayishPoppy210 updated Corrosion with a new update entry:

    It's still not good...

    Read the rest of this update entry...
     

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