Hello again, and welcome to the results for the September Community Favorites! This month, a lot of maps were at stake for winning, and some of the best community creations won. Let's start by looking at the nominees.
Old Salt by Sikamikanico
UG Waterpark by Unsorted Gaming
Beachhead by sourwaffle
Snake Pit by Aschur
FERINDALE by GreyMuffinBass
Port City Bank Heist by RPG3000
Episphere by ThisIsNotTheNSA
Monarch by Aozolai
Thrashed by Fythic
Congrats to all of our nominees. Thanks to their creators for sticking to ForgeHub, and making awesome content for the entire community to enjoy. Now, onto our top 3.
Beachhead is a return to one of my favorite Firefight maps from Reach of the same name - Beachhead. Forger sourwaffle does an awesome job of recreating just about everything that the map had to offer. The only thing missing from this map is some AI, and an announcer shouting "Firefight!".
Unsorted Gaming's "UG Waterpark" doubles as an Infection map, and a place to just jump around on and have fun. The Waterpark uses the water on Tidal, and the new Gravity launchers to push people through slides, and into a shallow pool. Grab this map, and have a 'splash'!
And, for first place... (drumroll please)
Old Salt is one of those maps that does a great job in both layout and aesthetics. Forger Sikamicanico manages to create a great pirate theme and layout that works well with this theme, making for a spectacular map. I got to sit down with Sik and ask a few questions.
Alex: What inspired Old Salt?
Sik: The Goonies and Pirates of the Caribbean, naturally. In truth, I'd seen a bunch of pirate ship inspired maps, and I thought all the ships were less than stellar, so the first thought was to build a better ship. The original design was loosely based on the cavern from The Goonies, but as it all started to come together, I realised a Pirate Fort was the better way to go.
Alex: What design choices went into the layout of the map?
Sik: I wanted the ship to be the central focus point, with gameplay going through, over and around the ship. The premise became a wrecked ship in a dock, following a storm. While the map isn't exactly symmetrical, the design is such that the pathing and overall flow leads to a symmetrical feel.
The other goal was to scale this for 2v2, which I think works nicely. It can play 4v4, but it's a little too fast paced.
Alex: What are you planning to do next?
Sik: Something urban-ish, but it's still a ways off - when I have something to share, I will.
Congrats again to all of our winners. What did you think? Let us know in the comments on this post, and stick to ForgeHub for all of your Forge news and community creations.
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