Manticore Version: Beta 3 By: [LoDw]Keef This map is a little brain child of a couple of us condensing the ideas that make a map work. Overall the map takes up the entire grid space but as you can tell from the minimap large sections of cliffs cut into it. the layout of this map is set to focus combat into certain sections of the map rather than having it diluted throughout. Plenty of smallscale urban for some hopefully fun urban combat without overflowing the map in buildings. Overall I'm pretty pleased in the direction this map is going, in the most recent beta its really been shaping up to some good combat. The res is relativity low on the map, little better than emp_canyon but still pretty low. This encourages more infantry combat for the urban sections of the map, and is fairly fun that way IMO. Thanks to Deadpool for writing the objectives summary, assisting with layout theory and time wasted on all the little things like naming. Thanks to all the testers and feedback during alphas to help shape the map into something better. The biggest change in Beta 3 is the moving of the stairs out of the canal next to the main starts. Either side set of stairs has been moved closer to the center, right at the corner of the canal. This should shift the gameplay on the outside of the map significantly, run distance from any standard barracks on your side of the canal to the enemy stairs is dropped in half if not more. This will also focus even more combat into the center of the map rather than in the forest areas next to each main start. Even better it will cut down on those pesky scouts that seem to have nothing better to do but crawl on the outside of the map and sab your main start ref. Anyway with luck this will encourage peeps to fight in closer areas and make it more likely for either side to get a toehold on east or west sides of the map, since you cant get up on the edge of the map there will be less traffic that way so peeps can cross the canal there easier. DOWNLOAD emp_manticore_b3 -Mirror 1: Sendspace -Mirror 2: John Shandy's Blog CHANGELOG Beta 1 ------ Initial Public Release Beta 2 ------ updated visual geometry added cross-section walkway on middle bridge added many boxes throughout map for cover added various prop_statics throughout the map added more rocks and trees in grass areas raised height of NF start area raised the west city side up a level Beta 3 ------ added bushes on sidewalks raised NF area ref side added garbage in alleys added random details around added signs on buildings moved canal stairs from next to main to canal corner added lights around map added boxes to canal edge BE starts in the South and NF starts in the North. SCREENSHOTS
i hope the move of the canal stairs doesnt make the map have only 1 big chokepoint at middle and no alternative routes ... tricksters waste processing faciltiy lol
We talked about communism the other day. It will be a liquor store with the sickle and star as the backdrop?
Keef, the map must be just fine if all they can talk about are the signs. I think that might actually turn into something of a problem, if all the vets are running around reading signs instead of playing the map :/
You should put the boosting ramps like Shandy has on rainbowroad so that we can launch ourselves over the sewage/water. Many lols would ensue.
make it work for people too tho.. I wana see flying/parachuting invisible scouts. Or flying grenadiers.