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Mirage


Zandril

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It was said that the Great Anvils held a lot of secrets. I do believe we stumbled upon one. After reporting the discovery to HQ, Commander Mirage received orders to set up a base by the doors. This was a mistake. Now, I'm in charge and she is nowhere to be found.


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I haven't made a 1v1 map in a while. Figured it's time for another. That's how Mirage came to life. Mirage is asymmetric and is built on the lovely Forge Island.
 
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Mirage boasts great aesthetics which I'm very proud of. Her smooth curves and tasteful textures make her a pleasant sight to the eyes. You can feel like you're in actual place instead of just some random arena. I really tried to make her believable. I do hope I succeeded.
 
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I also thought about where I was going to build her and I think I hit the sweet spot. The windows are placed in a way where they actually show Forge Island's great scenery instead of an empty grassland. I also placed the map in an area where the sun hits it just right.
 
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Power weapons/powerups
 
Sniper Rifle - 0 spare clips - 90s respawn
Speed Boost - 120s respawn
 
But enough about aesthetics. Let's talk gameplay.
 
The map is very fast paced. Due to it's size, there are few moments where players spend a lot of time just trying to find each other. The map also blends long and short sightlines together very nicely.
 
In the outskirts of the map, players are given long sightlines while the building in the middle provides plenty of CQC action.
 
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Mirage seems like it's gameplay would be donut-ish but this isn't the case. Fights happen everywhere and not just in the outskirts. This is because of the way the middle building is merged with the edges. It's a very quick way to get from one side of the map to the other and is also fairly protected.
 
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Players spawn with their own advantages at the start of a game. Starting Blue team spawns closer to the Speed Boost while starting Red team spawns closer to the sniper.
 
This trade off works for the map because the person with Speed Boost is given enough movement options which will allow him to get closer to the sniper safely and engage in a more favorable situation. Not to mention he's harder to hit because of Speed Boost.
 
As for the guy with the sniper, he is given plenty of long sightlines to work with.
 
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Dat teleporter doe. This teleporter design was drawn from Dax's Ciela
 
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The teleporter is quite useful in this map. It can be used as a means to escape. However, a smart player would be able to cut off the player escaping when he comes out of the receiver.
 
Dem curves
 
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Video

 

https://www.youtube.com/watch?v=z-5k3xQO31I

Edited by Zandril
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FINAL UPDATE
 
-Opened up the walkway where the sniper spawns.
-Opened up the middle building.
-Opened up the ramp near Blue spawn.
-Removed one of the Suppressors.
-Spawning changes.
-Minor aesthetic changes.

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