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Extractionheader_zps309e2aef.jpg


A competitive map by Juanez Sanchez
 

Supports CTF, KOTH, Slayer, Extraction
and Oddball

2-10 players

Hello all.
This map has been in the works for a few months now, I have been testing it with the courageous and patient fellows of the TCOJ, who have provided me with the best help and feedback around. Shout out to those guys. W00t.

Designed around the principle of holdable/set-upable and defined areas, Radiant has many routes to three distinct positions.

OVERHEAD: OBJECTIVES
ExtractionRadiantOVERHEAD_zps88340189.jp

This map supports most gametypes apart from dominion, It's standout games being KOTH and Extraction. As you can see above, there are 5 extraction sites, and 6 KOTH hills. The CTF flags spawn on opposite sides of the map as shown, however certain roof elements have been removed in the photo above to allow a clearer view of the map.

THE three key positions on the map are Purple ( the area at the top nearest the Ravine coliseum), top green (map centre, a covered corridor linking red and blue sides), and top gold ( the area near the bottom of the picture). The three areas represent positions that are both powerful and vulnerable, with weapons in them that can turn the tide or control the pace of battle.

TOP GOLD

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ExtractionRadiant4_zps41a1ea38.jpg

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TOP GREEN
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PURPLE
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RED FLAG/CTF SPAWN
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BLUE FLAG/CTF SPAWN
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WEAPONS
Weapons on the map are;
2x Battle Rifle
2x DMR
2 x Carbine
1x Rockets (1 reload, 180s.)
1x Sniper Rifle (1 reload, 180s.)
1x Beam Rifle (1 reload, 180s.)

The Rockets at top green must be controlled carefully as it's an overwatch spot, and with such a powerful weapon one can easily alter a situation to your team's benefit. The Sniper at Purple and Beam rifle at Top Gold counter each other well, and are allowed some longer sightlines to defend those spots.
Random ordnance drops several types of power weapon both at Purple and bottom Green. Random ordnance also drops grenades and a sticky det. at either red or blue slayer spawn.

RadiantWeapons2_zpsad22b022.jpg

SPAWNING
RADIANT supports static spawns for CTF, chained to either base, and Dynamic spawns for all other gametypes. For CTF, both teams spawn right next to their flag, but for all other gametypes teams spawn in the top blue and red 'corners', and work their way out to objectives from there.

RED NON-CTF INITIAL SPAWN
ExtractionRadiant10_zps216e616d.jpg

BLUE NON-CTF INITIAL SPAWN
ExtractionRadiant11_zps13cf9c28.jpg

That's really all the crucial info, the map has had lots of testing so it's pretty much complete, but I am open to suggestions and/or critique. Heres a few action shots anda video of a recent game of KOTH. Apologies for the poor quality but I haven't been able to set my capture card up yet, so its recorded on a digital camera!! Thanks for reading, I hope you enjoy playing on the map as much as I enjoyed forging it. :)

KingoftheHill_zpsfe744617.jpg
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KingoftheHill2_zpsfd21c070.jpg
KingoftheHill4_zps2ff2a44e.jpg

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Guest Psychoduck

Hey Juanez,

I'd like to let you know that I got a few games on here yesterday.  I really liked the map for the most part, but there were a few things that bothered me as well as the other experienced forgers I was testing it with.  The map looks great, plays great for the most part, and has some interesting elements.  However, we found the map to be a bit top heavy.  You said yourself that the three major contestable areas of the map were top purple, top green, and top gold.  Each has a power weapon located in it, and I think that these weapons all fit the map well.  However, the bottom of the map was not only completely flat (which can make for some dull gameplay even with the sightlines down there which seem to work well enough) but got almost no traffic in the games we played.  This problem is twofold: in games of Slayer and flag this bottom level sees very little use, however in modes like Extraction and KOTH where objectives force players to use the bottom the dull flatness of that level becomes apparent.  I would love to see some improvements made to the bottom of the map, as well as a possible modification to the map's weapon set which draws more attention to the bottom level.  

 

Aside from the aforementioned issue, my only real qualm with the map was the flag placement in CTF.  Generally, having flags stuck in corners or along the back wall of a map do not make for good offense or defense in the mode.  Usually it's good for defenders to be able to spawn behind their flag and defend from behind it if they so chose.  The flag's location also limit the attack patterns a team can use to gain the flag, as they can essentially come from one side of the corner or another.  This issue with the flag placement is a secondary one though, as you said that CTF is not one of the main game modes played on the map, and the mode is still balanced.  however, it is at the very least something which you may want to amend in future designs.

 

In short, you have two issues which are holding back what is otherwise a great map.  The first issue in particularly is holding it back from greatness (and the possibility of a THFE feeature).  i'd love to at least see this amended, and of course to hear your thoughts on the matter.  Thank you for your submission, I hope that this feedback can help you improve the map.

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