- Minimum Players
- 2
- Maximum Players
- 8
- Forge Canvas
- Skyward (H2A)
- Supported Core Gametypes
-
- Slayer
- Team Slayer
- Juggernaut
- King of the Hill
Hello, Castle is my submission for the 1v1 contest on ForgeHub. It is technically complete but I will keep improving it when I can get feedback or playtests.
Castle is a small asymmetrical map with a (you guessed it) castle theme. I wanted to stay away from a completely symmetrical map as that is what i usually stick to. Aesthetics were extremely important to me but i also chose to keep the geometry relatively simple for easy gameplay and smooth framerate. Once the map was built i went a little crazy on the background too.
There are a lot of weapons on the map but weapon placement is not my specialty so this is likely to change. I wanted this map to be pretty hectic even in a 1v1 so right off spawn you have to choose which power weapon to go to. This is probably stupid for a super competitive game but i'd like to playtest it how it is before changing to a more standard weapon layout.
EDIT: Made a longer ramp up to middle from the right side and a tunnel from the far left dead end to middle. Also increased the sniper respawn from 60 to 120.
EDIT 2: Removed Plasma Pistol, both AR's and magnums, made SMG's no extra clips, and removed a few of each grenades.
Weapons on map include:
1 Rocket: 180 sec : no extra clips
1 Sniper: 120 sec : no extra clips
2 BRs: 30 sec : 2 clips
2 Carbines: 30 sec: 2 clips
2 Silenced SMGs: 60 sec : no extra clips
4 Frags: 15 sec
4 Plasmas: 15 sec
All weapons and grenades are on static weapon timers thanks to BuddhaCrane's tutorial.
A HUGE thanks to Mr Pokephile for the awesome video.
The map currently has 495 objects, about 100 of which are non geometry (spawns, weapons, timers, safe/death zones). Starting to push the limit on total object count but i can remove some background stuff if it has issues loading.
Please leave any feedback based off pictures and video, or thoughts on my crazy weapon layout. Or add me GT:xXxMENTALxXx and we can play this/your maps/checkers.
You should be able to find me on Campaign Timing, Normal, Pillar of Autumn.
Castle is a small asymmetrical map with a (you guessed it) castle theme. I wanted to stay away from a completely symmetrical map as that is what i usually stick to. Aesthetics were extremely important to me but i also chose to keep the geometry relatively simple for easy gameplay and smooth framerate. Once the map was built i went a little crazy on the background too.
There are a lot of weapons on the map but weapon placement is not my specialty so this is likely to change. I wanted this map to be pretty hectic even in a 1v1 so right off spawn you have to choose which power weapon to go to. This is probably stupid for a super competitive game but i'd like to playtest it how it is before changing to a more standard weapon layout.
EDIT: Made a longer ramp up to middle from the right side and a tunnel from the far left dead end to middle. Also increased the sniper respawn from 60 to 120.
EDIT 2: Removed Plasma Pistol, both AR's and magnums, made SMG's no extra clips, and removed a few of each grenades.
Weapons on map include:
1 Rocket: 180 sec : no extra clips
1 Sniper: 120 sec : no extra clips
2 BRs: 30 sec : 2 clips
2 Carbines: 30 sec: 2 clips
2 Silenced SMGs: 60 sec : no extra clips
4 Frags: 15 sec
4 Plasmas: 15 sec
All weapons and grenades are on static weapon timers thanks to BuddhaCrane's tutorial.
A HUGE thanks to Mr Pokephile for the awesome video.
The map currently has 495 objects, about 100 of which are non geometry (spawns, weapons, timers, safe/death zones). Starting to push the limit on total object count but i can remove some background stuff if it has issues loading.
Please leave any feedback based off pictures and video, or thoughts on my crazy weapon layout. Or add me GT:xXxMENTALxXx and we can play this/your maps/checkers.
You should be able to find me on Campaign Timing, Normal, Pillar of Autumn.