Think I'm finally finished forging my version of Zealot. It's helped me a lot with Reach Forge and taught me two things:
- Forge is fucking amazing
- Zealot seems like it'd be a great map, too bad the space section ruins it, and the weapons on the map suck where they're placed (this one is all in my opinion, by the way)
Fiend
Even vessels like the Ardent Prayer are prequels to the devastation the Covenant fleet can unleash upon a planet. 2-8 players.
Let's see, sword moved to a position that looks familiar (and cool)...
Bases with more color to identify them better, plus more cover...
Oddly, this is familiar to you, as if it were from an old dream, but you can't exactly remember...
OH YEAH. I basically just took Zealot, added a portable shield to each base, closed off the space lifts, added lifts to the bottom of the bases, and made it as close to Midship in weapon positioning as possible.
As for those space lifts...
Both Red and Blue "Space lifts" were given a gravity lift to the sides of them that pushes on foot players back, but crafty (and stupid) jetpack users get lifted up to a soft kill boundry. There's really nothing up in space,
really.
And as shown here, Gold lift got turned into a Sender Node (don't worry, the radius takes up all of the lift), and the enter point faces the barrier of sorts. Anyone who walks around will expect to face a door when getting teleported...and pasted into little gibs and pieces if an opposing player picks up the Concussion Rifle (debated adding Pro Pipes to the lips you can jump onto, but 2 of them would just be too much with a Conc. Rifle)
It's set up for all of the same gametypes Zealot is set for, and I barely touched any Flag stands, capture points, skull spawns, Stockpile/Headhunter areas, or anything of the sort. If I get to test the map out, I'd like to know if those should be moved around, with any comments on the weapon placements (too many? too unbalanced? I tend to kinda go overboard with weapon placements)
I mean, yeah, moving stuff around in Zealot is
nothing compared to the awesome stuff you guys make on Forge World, but it's me getting used to forge and getting ready to make the (still basic/quaint compared to you guy's maps) maps I have in my handy dandy notebook. Next up, Boneyard or Spire rearrangements.
Retro said:
Don't get too excited. We slipped Moonpool into a custom match and I saw
quite a few little problems I want to fix. I'm actually going to watch the match's replay and see if there were any little hiccups that I missed.
For example, the rocks in the moat aren't high enough for people to jump out in the middle, so I may tinker with them to smooth up the escape (I wanted there to be some kind of penalty since the rockets are down there though) or just kick up their height so it's easier to get out. There were also a lot of cases where people spawned in crowds... looks like it's time to learn how to use spawn zones... of course, we had 13 people on a map for 8, so... :lol
I'm probably gonna hang up my Forge hat for a while and play some matchmaking. I've spent 90% of my time in Forge instead of actually playing...
Well, I really like the concept, though, I would've liked it if blue base was a bit to the side more, with a side path of sorts to red base, but still in the "Y" shape it is currently, if you know what I mean.