Transit

4v4 Slayer
9.0

Map Description

  1. lNeedMoreBleach
    Transit a urban 4v4 core asymmetric map that is set in an inner city transit point surrounded by a expansive cityscape. The map has many small in maps stalls and art.

    The map has two dynamic elements that can affect game play.

    1.The first dynamic element is a speeding train that will move though the map creating a hazard along one of the routes towards bottom mid. The train will pass though the map every 30 seconds.

    2. The second dynamic element is an open-able trap door that connects top mid to bottom. That when opened is a fast and useful drop down that can be opened from both above and below. By destroying an explosive in the middle of the door the door will open then close one minute after being opened.

    The power weapon set for the map.
    1. A sniper with 8 shots and a 3 minute re-spawn time and spawns in top mid.
    The maps segmentation has the sniper being use as much in close range as long range.

    2. A grenade launcher with 4 shots and 2 minute re-spawn timer that spawns in one of the corner rooms offset to top mid.
    The maps segmentation and engagement range lets the grenade launcher be a powerful weapon with good aim letting you gather a few fast kills.

    3. A over shield will spawn down in bottom mid with a 2 minute re-spawn time.

Recent Reviews

  1. brusky0086 brusky0086
    8/5,
    Excellent immersive design along with well thought out weapons and spawns make this map unbelievably fun and competitive.Slightly agree with Crush on train issue but doesn’t bother me as much.
  2. As you play the map you are immersed (almost completely) by the aesthetics & layout of the map.

    The weapons on the map work well, are placed appropriately, & don't spawn too fast or too slow for gameplay.

    Only feedback for the map is the Train, there is a light signal when its coming which works great & gives the player some warning; however if a player doesn't notice the light they'll either get killed or won't even notice the train on the map. Now there is a sound attached to the train but the problem at the moment is the sound isn't loud enough for the player to know, "oh hey the train is coming/has passed" sometimes the player will not even notice it the entire match because of this.

    Without a loud enough sound for the train it can also just be annoying to get killed by a train you didn't even hear coming prior, as the general player won't be looking out for just a light change.
    Imagine playing terminal & never hearing the train coming towards you until you were hit by it, that would be awful
    (not saying this map has that to the extent of terminal just using it as an example).

    This was honestly my only issue with the map as I do enjoy most of the layout & aesthetics throughout the map as a whole. Amazing job on the seemingly final product.
  3. Phillyphresh Phillyphresh
    10/5,
    Sorry for the late review, but I try to play the Map a few times before weighing in. That said, "Transit" is incredible! Excellent gameplay and awesome aesthetics! The moving traffic in the background, changing billboard, and the shuttle zipping thru every 30 secs or so really make the board feel alive! I've enjoyed your past works but this is above and beyond! Thank you very much for such a great arena to play in!

Discussion

  1. Blaze

    Blaze Sustain Designer
    343 Industries Forge Critic Creative Force

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    Haven't got to play the map yet but I jumped around it and it seems like a very solid layout.

    One thing that I did notice was some frame drops looking out of the windows in the corner seen in pictures 2 and 4. You could probably close those windows up and I don't see it harming the flow of the map. Despite you not having engagements from those windows in the direction of the frame drops, I'd still recommend trying to eliminate that, if possible.
     
  2. lNeedMoreBleach

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    yeah i will try and work on the drops there. as for changing the glass it would be a last resort since its not only aesthetic but functional. being able to see enemy's in that corner is important and the game play engagements would become very different losing that visibility. the corner would become both physically and visually segmented from the map.
     
    Blaze likes this.
  3. lNeedMoreBleach

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    i was going to post a map update but cant yet.

    To address the frame drops from glass corner i continued with object and polygon reduction and i half succeeded as the frame drops where gone when against the windows but as you moved back they returned. So i decided it'd be best to take you're idea blaze and wall it off but i tried to keep as much of the window dynamic as i could.

    pic update couldn't attach the pic but here's the link

    [​IMG]
     
    #4 lNeedMoreBleach, Sep 21, 2018
    Last edited: Sep 21, 2018
    Blaze likes this.
  4. lNeedMoreBleach

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    lNeedMoreBleach updated Transit with a new update entry:

    performance fix.

    Read the rest of this update entry...
     
    I Crush All and Blaze like this.
  5. lNeedMoreBleach

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    Phillyphresh thanks for the great review im glad you like my map!
     
  6. II SEGA USA II

    II SEGA USA II Recruit

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    I really enjoyed the gameplay and positioning in this map. Great layout and detailed construction. Nice work!
     
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  7. LazyStudio

    LazyStudio Spartan I

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    For all the testing and hard work that cougar put into this map I am very glad he did so well. Congrats.
     
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  8. lNeedMoreBleach

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