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"Select" Battle Across the Narrow Divide!
Select
Forged by SecretSchnitzel and Co. (Dawkins, Bleu and Greedy Guts)
Select is an elongated bridge based symetrical map designed for submission to MLG for their playlist. It traces its primary source of inspiration back to H3's Narrows, however, it is far departed from that map in the same sense. This map ideal for MLG 3 Flag, however it supports Bomb, Territories, Slayer, Oddball and KotH strongly as well.
Gametypes:
Team Slayer
Territories
KotH
Oddball
Bomb
CTF
Weapons:
DMR x6
Needle Rifle x4
Plasma Pistol x2
Sniper x2
Rockets x1
Frags x2
Plasma x2
Equipment
Invis x1
OS x1
Med Kit x2
Screenshots:








This map is a testament to what a open and supportive can accomplish. The original concept and design of this map is my work, however as time progress and I'd hit "forger's block" I started to bring in my peers for assistance. This slowly turned into a massive collaboration between Dawkins, Bleu and GreedyGuts with myself steering the way. A lot of the brace work branching off the main bridge to the streets is attributed to Bleu, however he was a also present to help with a lot of the forging over all. The base design is attributed to GreedyGuts and Dawkins. Greedy designed the original, however we could not implement it correctly with our Mancannons and thus Dawkins redesigned it to do so. The final base design was what I tweaked from the prior two. Over all we shared ideas and were very open to what each other had to say. While I was the final deciding factor in any matter, I placed much value on the input of the other forgers. This map would not have been possible without them.
Download Select
Last edited by SecretSchnitzel; 03-22-2011 at 01:15 PM.
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Looks pretty nice. Looks gigantic too. Or is that just an illusion?
And based on the 6v6 gameplay, I assume this isn't an MLG map? Or is it?
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It's an illusion... Select is actually barely larger than a grid. Also as it's fairly linear and relatively open, it plays a lot smaller than it looks. Map is for MLG... Was made for the latest round of V3 submissions.
The video was from some random who was playing with larger parties.
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thats a freakin nice design dude
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I want to play... :] looks good.
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Lookin' foward to playin' it. I always loved Narrows and this map looks sick.
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It definitely looks nice. I just wish you guys had the ability to add some more color. I'm so sick of that ugly grey!
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I knew from the screenshots that i would really love this map! I just ran around on it and unlike a lot of maps that are "busy" with objects, your map is very spacious and flows really nicely. The lifts over the canyon were surprisingly solid and they definitely add something new into gameplay. I also think the addition of camo and/or overshield (maybe not both on the map) will be very beneficial for gameplay! Great job!
quick question: What parts of your map gave you the most problems (if any), and what was the most exciting part to build?
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Originally Posted by
I Deckers I
I knew from the screenshots that i would really love this map! I just ran around on it and unlike a lot of maps that are "busy" with objects, your map is very spacious and flows really nicely. The lifts over the canyon were surprisingly solid and they definitely add something new into gameplay. I also think the addition of camo and/or overshield (maybe not both on the map) will be very beneficial for gameplay! Great job!
quick question: What parts of your map gave you the most problems (if any), and what was the most exciting part to build?
The lifts were extremely hard to include on the map. As I wanted this to be a top tier choice for 3-Flag games, I had to balance the lifts with the rest of the map to promote multiple viable routes to run the flag. In the end result, it takes roughly the same amount of time to run the flag over top bridge as it is to lift it, however with top bridge you have the support of your team where as the lift is a "go it alone" sort of deal.
The hardest part of building this map was probably the base design. We wanted something that would promote safe spawns, discourage camping and play well with the lift in such close proximity. The bars in the base were included for CTF only to discourage running the flag via lift predominantly.
The most exciting part, or appealing rather, to me was building the original concept. I wanted a central bridge with a convex curve with two curving streets running parallel connecting to it. I thought such curvature would be both aesthetically appealing and play well.
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