Manticore Version: Beta 4 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. Beta 4 is mostly about gameplay layout change, the north and south grasslands part of the map have been removed and the commanders/starting raxes have been moved to next to the giant builds on either side respectively. This will shrink the gameplay area and force the combat more into the city. The east and west forests/grasslands have had a significant reduction in trees and leveling terrain to support full sized bases. I have removed the ramps down into the canal and all the stairways. 2 pseudo bridges have been added to the east and west parts of the canals out of piles of rubble(and yes I know they are the ugliest fucking things you saw) so there are now 3 bridges across the canal. This makes the map into a more linear figure '8' so the enemy has to go through you more so to get to the refs behind you, oh and on that note I have removed 2 ref from the map so there are now 6 of them and increased their res output to compensate. The shit water has been removed for some nice clear water, you will still drive slow in the canal though, not that there is any reason to drive in the canal now that I have removed the ramps however. The canal has been rebuilt entirely and made narrower overall to allow more barracks placement in several areas along the top of the canal. The center bridge also has a dip in it for some more varied terrain to fight on as well as create a one way ramp to the bridge from each sides starting base respectively. DOWNLOAD emp_manticore_b4 -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 Beta 4 ------ Removed the top and bottom sections of the map with cliffs added various detail geometry to the map replaced ramps with pseudo bridges due to map layout changing increased static res flow due to removing a refinery on both sides rebuilt the center canal and bridge opened alot of area for building placement removed shit water, still slow driving in new water though added some more buildings BE starts in the South and NF starts in the North. SCREENSHOTS
The other name? its been manticore for a good long while, it had a few names during alpha but was originally named emp_canals. Oh also I added 4 engy cameras, one next to each of the first 2 refs of either side. They start unbuilt and yes I'm aware of the fact that the NF camera has the BE model.
I hated Manticore_b3 and those which preceded it, but this looks a lot more fun. Looking forward to playing it.