Blaq Cloud Posted May 13, 2013 Report Share Posted May 13, 2013 Map Name: Elysian File Share's Gamertag: Blaq Cloud Canvas: Forge Island Last Updated: May 12,2013 Tags: None Supported Gametypes: Slayer, King of the Hill, Capture the Flag, Extraction, Oddball, mutli-team Best Gametypes: Slayer, Capture the Flag Team sizes: 4 to 6 players per team Initial ordnance: Rocket Launcher Random ordnance: Sticky Detinator Shotgun Railgun Weapons on the Map: (2) Sniper (90s) 1 spare (2) Needler (120) Budget: 9800/10000 Additional Info: Also features 2 fusion coils on 120 second respawn timers. (top Gold and Green) Screenshots: Image Album Map Description: Elysain is an inverse symmetrical design, With a stout focus on top control of the middle structures. The map is designed primarily to play with 2 teams ranging from four per team to a max of six, but does support multiple teams. The ghosts are powerful on this map and can easily move between areas. However, there are many weapons and positions on the map that help counter them, allowing for a good balance of vehicular and infantry based gameplay. There is a player trait zones on this map to cap the height in with a player can reach. The trait zone disables equipment but does not changes to player gravity. Click Here to Download and Enjoy! Link to comment Share on other sites More sharing options...
Zandril Posted May 13, 2013 Report Share Posted May 13, 2013 Hey man, it's Zandril. I helped test this with you if you remember me. Anyways, this map was a lot of fun to play on. Mostly because my team won all the matches. One thing though. Have you fixed it where the ghost no longer spawns in extraction? Link to comment Share on other sites More sharing options...
Blaq Cloud Posted May 13, 2013 Author Report Share Posted May 13, 2013 Yep they are still there. They are an important part of the game, normally there are tons of weapons on the map to kill them quick. It just so happened the extraction gametype we played didn't allow for the ordnance drops. But i'll definitely consider making them slayer only. Link to comment Share on other sites More sharing options...
Frankenzer Posted May 13, 2013 Report Share Posted May 13, 2013 That map's an awesome one Link to comment Share on other sites More sharing options...
Blaq Cloud Posted May 13, 2013 Author Report Share Posted May 13, 2013 I'm glad you like it! Be sure to download, give it a go with your friends, and let me know what you think. Link to comment Share on other sites More sharing options...
Drone of Exile Posted May 26, 2013 Report Share Posted May 26, 2013 I'm going to Dl and check this out. I like maps that are built low enough on FI to get that haze coming off the water to show through. Kinda like a free special effect. One thing I would like to comment on is how everyone names their maps a lot alike. The majority seem to follow the trend the developers started: One word ambigious names. Which are cool, sure.. but, when everyone adopts that unspoken policy it doesn't help one's map stand out from the pack. Long story short, why don't we start getting creative on how we name our maps? -D Link to comment Share on other sites More sharing options...
Flyingshoe ILR Posted May 28, 2013 Report Share Posted May 28, 2013 I remember playing this one a while back. I ran around it again and I had a few small suggestions. First let me say though that the map is beautiful and plays quite well for CTF. • I noticed that the snipers on random drop in the tree platforms in front of each base were a little hard to see. Might be best to put them on the ground level where they won't be obscured by the tree branches. • I find myself always running up the rock ramps by the ghosts and having nowhere to go, while feeling like maybe there should be a way to go. It might be a good idea to create a jump up that goes from the rock platforms over the ghosts and onto the rooms looking out over the ghosts. As a final note, I got a lot of entertainment out of jumping up and down on the mongooses and hearing them get low enough to the floor to make a splash sound. Once again, pretty good looking and playing map Blaq Cloud! Link to comment Share on other sites More sharing options...
Blaq Cloud Posted May 29, 2013 Author Report Share Posted May 29, 2013 Thanks for the feedback shoe. I do have an updated version with fixed spawn snipers and needlers. I also added routes to the areas where the ghosts did spawn. I also ditched the ghosts. *** Updated Version now posted*** Link to comment Share on other sites More sharing options...
Flyingshoe ILR Posted June 6, 2013 Report Share Posted June 6, 2013 I like the new hallways a lot, now you have a lot more choice when running the flag/ you have to work harder to defend it. I'm sad to see the ghosts go but I don't think it was a bad choice for the map, as there is no real circuit to drive them on and you ended up having to take them through the middle. I'm pretty happy with the new version, though I see you still have those random drops in the trees. I'm not sure if it will make them that hard to see, but my point with those wasn't that there shouldn't be random snipers there, just that there shouldn't be weapons obscured by tree branches. I do like that they are sticky detonators now though either way. Link to comment Share on other sites More sharing options...
Blaq Cloud Posted June 7, 2013 Author Report Share Posted June 7, 2013 Thanks for the feedback shoe! I'm glad you like it. Yeah I too are sad about the ghosts but they just didn't work the way I wanted. The random drops are more middle tier now, and power weapons have fixed or inital spawn. What you said about the items in the trees make sense, so I'll just move them to the ground where they are a bit more visible. Thanks again. Link to comment Share on other sites More sharing options...
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