Tribulum
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After a long period of anticipation, the next Forge Union masterpiece is released under the name of Tribulum. It is a competitive map with gameplay intentions based on LIGHTSOUT225's Verbatim: solid gameplay, durable, and ready for Matchmaking. The map will eventually be submitted to Atlas. It has little flare, aesthetic features, or rediculous geomerging, but everything is smooth, durable and well-planned.
Attention to detail makes Tribulum stand out. The middle structure that sports a power drain (Or Rockets in asymmetric games) makes the game start off very similarly to the regular Foundry. The back base makes Tribulum an excellent choice for games of One Flag or One Bomb, with many symmetry changes to maximize its gameplay experience.
There is one sniper on top of the back base, one bubble shield on the B side branch structure, camouflage opposite the bubble shield, and a ghost in asymmetric games only. Rockets and power drains spawn on the middle structure or on the merged single box, and they switch based on symmetry.
The map has many entrances and exits in every spot, along with many optional ways to higher elevation, so you will find the map flows exceptionally well. For this reason, the map plays very much like many maps in matchmaking. The layout is easy to learn for new players, with no schemes or tricks that anyone could find confusing.
Tribulum is best played with 4v4 or 3v3, but also supports doubles or 5v5 well. It is only set up for the gametypes below.
- One Flag
- Team Slayer (Or any variant - Snipers recommended)
- One Bomb
- Territories (Default)
- Multi Flag (Least recommended)
The reason for the lack of diversity in the gametypes was again to meet the demands of matchmaking. It was set up with a few gametypes in mind, and made to excel at those gametypes. I'm not going to set it up for a game like Two Bomb Assault or Oddball that I know won't work well. The games it was made for, however, play to perfection.
Fissure
Fissure is a project that I have worked on for months on end, testing and re-testing, perfecting again and again. I wanted the best gameplay possible, then I wanted to achieve the best aesthetics I could, without harming the gameplay. I enjoy Custom Games just as much, if not more, than I enjoy designing a map. I think that a well-forged map is nothing without solid gameplay. And after testing and re-testing, and making drastic changes 83 times, I am satisfied.
I submitted Fissure to matchmaking in Atlas, and I look forward to seeing my results, whether Fissure is accepted or not. If not, then I will go back to the drawing board. Either way, I enjoyed the process. Anyways, enough about my journey, on to the map.
Fissure is an advanced map with a unique layout, that utilizes all of Foundry but the back hallway. Its unique rows of boxes divide the map horizontally, and bridge hills provide cover while providing a unique atmosphere. Fissure combines long lines of sight and a competitive feel with unique battle tactics. It has a number of landmarks including the back sniper towers. Although the map, divided into two sides, is asymmetric, the gameplay is perfectly even, and each side has the same attributes and advantages. An interesting quote arose, stating that Fissure "played like Avalanche," but on a smaller scale. I can see where that came from; the map itself may appear to have little cover, but the natural geometry and hills provided the protection. The middle wall dividing the two teams is now inaccessible and completely redone. FIssure utilizes many complex techniques, such as geomerging immovable objects, geometry interlocking and geomerging gravity lifts, but always maintains a "gameplay first" mentality.
A standard complaint that has been asked about time and time again is "if there is enough cover." Yes, there is. Just because I didn't have geomerged walls or barriers spreaded around my map, doesn't mean cover is non-existent. It is just a different type of cover. The map itself, the rows of boxes, the bridge hills, they provide enough cover. Please do not ask about cover. There is enough, and if you ever play the map you would agree with me.
The map can play anywhere from two to fourteen players successfully, but it works best with four to twelve. Any more, and it gets crowded. Any less, and the power weapons become a bit too common, and the map is too open, with too little action. As for symmetry of the map, you could argue both: by its geometry it is asymmetric, but the sides have the exact same attributes, weapons and landmarks.
Below are the screenshots, with captions photoshopped in.
These files are not required to play Fissure, but they do improve gameplay. The most notable change from the default is the lack of radar. It also makes flag capturing a bit easier, because the flag carrier is a bit tougher than normal and walks at normal speed.
These will be submitted to Matchmaking along with the default Fissure. I have a version modified for Team SWAT (Only one bubble shield, now in middle, Carbines on map) and a version for Team Snipers (Beam Rifles on map).
Industrial
Industrial is a medium-sized FFA map that comprises three sectors, unique formatting, and fast-paced gameplay. It is not budget glitched, and sometime far down the road, I may design a version around submission for Matchmaking, but that's a long time from now.
It utilizes movable objects for unique scenery setup, various power weapons for fun, explosive gameplay, and many routes from area to area for smooth, spreaded action.
This Free-For-All gem houses one teleporter node, moderate geomerging, and many rare features such as fence catwalks, dumpsters used as pillars, a unique "courtyard" area, and much, much more.
This map was a test of my skill in designing layouts, not aesthetics or even an entirely new concept. You won't see an insane angled geomerge never done before, and you won't see some minigame gimmick. Just solid gameplay on a unique map.
Industrial is set up for all Free-For-All gametypes, with a recommended two to six players. Recommended gametypes include oddball, ninjanaut, slayer BRs, and even swords.
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