VCTF-[Id]-HedgeMaze
Posted: Fri Mar 27, 2009 5:15 pm
My fourth map (GuiltyPleasure doesn't count), HedgeMaze. Just as the name states, the map is a hedge maze. Though, there is no need to worry, the maze is not much of a maze in terms of leading you into dead ends and useless areas. There are plenty of markers to show you which way to go to reach the flag (thanks to Badasp for suggesting I add these markers) and there is a foot path you can always follow that will eventually lead you to something useful. As well as the markers, I added node beams above the flags, which you can see from anywhere in the map (I think) and will serve as a beacon to help you realize your location in the map (it may be important to note that the node beam will always be there whether the flag is there or not). Sounds confusing, not to be unexpected from me I'm sure, but it isn't all that confusing.
This map is primarily a Manta run map with foot running capability. I do believe Manta drivers will enjoy this map. The ways in which you can fly the Manta on the hedge maze are pretty fun and there are many entry and exit points to make quick flag grabs.
Defensive vehicles include the Goliath, Scorpion and the Hellbender. The Hellbender has a nice sniping perch on top of the concrete wall that lines the outside of the map. Thanks to ru_exp (I think it was ru_exp) for climbing the Hellbender to the top of that wall, which led to me making it easier by adding ramps to the top. The Goliath, of course, is best suited remaining stationed at the flag. The Scorpion is rather useless in this map for anything other than sitting it by they flag and sticking the bola to Mantas as the reach the flag or just leaving it empty on top of the flag.
The Raptor's main purpose in HedgeMaze will be to distract the enemy Goliath and Hellbender and to break the enemy defense. There is a Double Damage in the center of the map within the octagonal structure in the fountain (not really a fountain). This Double Damage is really only useful to the a Raptor pilot because the Raptor can grab it and quickly ascend out of the octagonal hedges and make it to the enemy base with plenty of time left on the Double Damage countdown. Grabbing the Double Damage on foot will be mostly useless as it will run out before you can reach the enemy base. I suppose if you grab the Double Damage when you have jump boots and jump over the hedges to reach the enemy base more quickly, you may have some Double Damage time left, but not enough to matter.
You can use the jump pads to reach the tops of the hedges and then you can move more quickly through the map by dodging across the tops of the hedges. Some of the dodges to reach one hedge top from another are harder than others, and sometimes you only need a double jump, but you can go from one end of the map to the other using only the tops of the hedges if you so choose.
The map will be on the public server as soon as I can reach Jim.
Here are some screenshots:
Here you can see the five fountains that aren't really fountains. The middle fountain contains the Double Damage, and all of the outside fountains contain a pair of jump boots with four jumps. These jump boots jump high enough to reach the top of a hedge or to simply jump over a hedge. Jump boots usually only have three jumps, but I added an extra jump to these boots because the easiest way to get out of the fountain is to use the jump boots, which wastes a jump.
This four ringed structure here is the teleporter. The other rings are only there to indicate the path to the teleporter.
This is the destination teleporter. It's located atop the octagonal hedges. The teleporter system is one way, meaning you can use it to exit the enemy territory, but you cannot use the teleporter in the middle to enter the enemy territory. I made them that way because if I didn't, you could just skip the whole map by only walking through a couple teleporters; too easy.
These are movers. Step on one and in two seconds you will reach the middle of the map. It is a very quick way to cut out half of the map when running a flag; however, I think using the jump boots or a jump pad to jump over the hedge to the teleporter is probably a faster way to reach the middle, but you're more exposed to the enemy when taking the teleporter path.
The green orb below me is what the jump pads look like.
This screen shows what the directional markers look like. The blue/black, electricity textured triangles point in the direction of the flag. Note there is another pair of jump boots at the bottom right of this screen next to the Redeemer hedge. These jump boots only have the normal three jumps.
Here is a screen of the Manta gliding on top of the hedges. The hedges are close enough together that, if you take the right path, the Manta can glide on top of them without having to jump from one to the other. This allows the Manta to enter the enemy base from any direction as well as going from one end of the map to the other in virtually a straight line.
This map is primarily a Manta run map with foot running capability. I do believe Manta drivers will enjoy this map. The ways in which you can fly the Manta on the hedge maze are pretty fun and there are many entry and exit points to make quick flag grabs.
Defensive vehicles include the Goliath, Scorpion and the Hellbender. The Hellbender has a nice sniping perch on top of the concrete wall that lines the outside of the map. Thanks to ru_exp (I think it was ru_exp) for climbing the Hellbender to the top of that wall, which led to me making it easier by adding ramps to the top. The Goliath, of course, is best suited remaining stationed at the flag. The Scorpion is rather useless in this map for anything other than sitting it by they flag and sticking the bola to Mantas as the reach the flag or just leaving it empty on top of the flag.
The Raptor's main purpose in HedgeMaze will be to distract the enemy Goliath and Hellbender and to break the enemy defense. There is a Double Damage in the center of the map within the octagonal structure in the fountain (not really a fountain). This Double Damage is really only useful to the a Raptor pilot because the Raptor can grab it and quickly ascend out of the octagonal hedges and make it to the enemy base with plenty of time left on the Double Damage countdown. Grabbing the Double Damage on foot will be mostly useless as it will run out before you can reach the enemy base. I suppose if you grab the Double Damage when you have jump boots and jump over the hedges to reach the enemy base more quickly, you may have some Double Damage time left, but not enough to matter.
You can use the jump pads to reach the tops of the hedges and then you can move more quickly through the map by dodging across the tops of the hedges. Some of the dodges to reach one hedge top from another are harder than others, and sometimes you only need a double jump, but you can go from one end of the map to the other using only the tops of the hedges if you so choose.
The map will be on the public server as soon as I can reach Jim.
Here are some screenshots:
Here you can see the five fountains that aren't really fountains. The middle fountain contains the Double Damage, and all of the outside fountains contain a pair of jump boots with four jumps. These jump boots jump high enough to reach the top of a hedge or to simply jump over a hedge. Jump boots usually only have three jumps, but I added an extra jump to these boots because the easiest way to get out of the fountain is to use the jump boots, which wastes a jump.
This four ringed structure here is the teleporter. The other rings are only there to indicate the path to the teleporter.
This is the destination teleporter. It's located atop the octagonal hedges. The teleporter system is one way, meaning you can use it to exit the enemy territory, but you cannot use the teleporter in the middle to enter the enemy territory. I made them that way because if I didn't, you could just skip the whole map by only walking through a couple teleporters; too easy.
These are movers. Step on one and in two seconds you will reach the middle of the map. It is a very quick way to cut out half of the map when running a flag; however, I think using the jump boots or a jump pad to jump over the hedge to the teleporter is probably a faster way to reach the middle, but you're more exposed to the enemy when taking the teleporter path.
The green orb below me is what the jump pads look like.
This screen shows what the directional markers look like. The blue/black, electricity textured triangles point in the direction of the flag. Note there is another pair of jump boots at the bottom right of this screen next to the Redeemer hedge. These jump boots only have the normal three jumps.
Here is a screen of the Manta gliding on top of the hedges. The hedges are close enough together that, if you take the right path, the Manta can glide on top of them without having to jump from one to the other. This allows the Manta to enter the enemy base from any direction as well as going from one end of the map to the other in virtually a straight line.