Château *Now in Team Slayer; Need Feedback*

Château… a new creation from one of the minds of Think Twice and the creator of Affinity. A map that bolsters a simple layout at first glance, but is complex in the ways that it interweaves between the available areas. Inspired by a map called Refuel on Brink, a huge emphasis was put on the parkour style movement/gameplay that Brink is known for.

> Château [sha-toh; Fr. shah-toh] - a country house, castle, or manor house, esp in France

Download Château

Watch the trailer for Château (Trailer by AgentPaperCraft)
*** BONUS *** Flythrough of the rough draft that started Château

> Screenshots
>
> Loadout Camera
> Bottom Mid
> Initial Spawn
> Closed Ramp
> Open Ramp
> Basement of Building
> First Floor of Building
> Second Floor of Building

Château is created with 4v4 gameplay in mind. It is setup for every gametype (including the new ones up to this point) except for Invasion, Race, and Haloball. Each gametype was tested and tweaked until it was able to offer an enjoyable and balanced experience. It shines most in Slayer, CTF, and Assault based gametypes. CTF plays similar to other small maps like Midship and Zealot where no defense can end up leading to a quick 3 minute game. Stockpile is a constant push and shove to stop your opponent from pulling more flags than you before each collection. Three plots encourages tons of team work to ensure that you stay ahead of your opponents or suffer the consequences. Even the more casual gametypes like Speedpile, Juggernaut, and Infection play great on this map.

Château offers a simple general layout, but creates a multitude of options by how one can traverse between each section. With just a quick glance, Château is two sides, with two 3 story buildings, a bridge that connects them, and a courtyard between them in a inverse symmetrical setup. However various jumps and movement techniques open up the possibility of quickly changing your destination point without skipping a beat in order to through your opponents off. From one spot branches several paths, which each path branching again and again, creating a root style decision tree that keeps combat interesting and different every time you play.

As for weapon placement every weapon is easy to find making it easy to learn the map and quickly keep up with those that are already familiar with it. DMRs are scattered around the map and needle rifles are always available around crates. Plasma Pistols can be found on the ramps up to the main floor of the buildings from the bottom level or on your way into the top center bridge. Spikers are on the ramp up from bottom mid by the rock jumps to open side of each base so you can assault around the column with a flurry of spikes. Needlers sit atop open side balcony in a good position to either defend the flag or take out any opposition sitting without cover. Plasma repeaters situate themselves in the main floor of the building to offer an alternative to the AR. As for power weapons the Sniper Rifles sit on open side ramp. While there are a couple of long sight lines, it will take a trained sharpshooter to excel on this map. Grenade launchers sit in front of initial spawn in order to offer a little bit of power with a lot of control. In bottom center there is a rocket launcher that could potentially clear rooms and give you the chance to pull the flag through the building safely. Plasma grenades are placed by the health packs on the mid level to offer a powerful option when you get into a “sticky” situation.

Château was in production for 32 days, from May 16th, 2011 to June 16th, 2011. The map was first inspired by a section of a map called Refuel on Brink. Here is a video of the map being played at the section that inspired Château. If you watch it closely you will first notice bottom mid, and the ramp up then the flag capture point (where they plant the charge), and the building. In my head I took that section, added more floors to the one building, and rotated a copy of it 180 degrees and connected the two buildings with a bridge. Then I went to tempest and rough drafted out the layout. As I built I added doors to the buildings and different connection points between each area, keeping in mind how flag running would work on the map. When I felt ready I found a cohesive aesthetic/theme for the buildings and took Sven’s suggestion of building with a water/sandy floor and built the first version between the island and the cave. Framerate drop from the water was rough so I reforged the map in the Canyon, and shifted the whole map several times until I was satisfied with the lighting.

After tons of forging and reforging, testing and retesting I am finally happy to bring you Château. I owe a HUGE thanks to all of the members of ReachingPerfection. ExternalMemory especially who helped me come up with ideas for the side ramps and gave opinions on the design in different aspects. Also him as well as many others from RP helped me shift the WHOLE map several times, both near the island and in the canyon. Without them the map would not have been done so quickly because I’m a pretty lay guy. Thanks to everyone who gave feedback during the beta as well. Your feedback was greatly appreciated and all of your support helped motivate me to get this finish. I hope you guys enjoy this. It may be my last map for a while because I have a child on the way next month. Hopefully it won’t be too long til my next project. Take care peepz. :wink:

The best map of the three. As usual, objective is where it really shines.

Played it with you last night GP, and enjoyed it very much. Thanks for including me in the discussion, and wanting my opinions.

I guess we’ll see if I stay on your friends list for more than a week. :slight_smile:

> Played it with you last night GP, and enjoyed it very much. Thanks for including me in the discussion, and wanting my opinions.
>
> I guess we’ll see if I stay on your friends list for more than a week. :slight_smile:

Well you are making good progress with that staying on my friends list lol… and thanks to the both of you. Glad to have your feedback and support. :wink:

Looks great, when the full version comes out i’ll be sure to Download it.

Trailer was a bit weird, but I like the look of this map! Downloading…

> Trailer was a bit weird, but I like the look of this map! Downloading…

I made the trailer, and I hate myself for it, but this a 5 star map and I’m glad I was able to help in any way possible.

Hmm… maybe I should have been a bit more descriptive. I thought the angles and editing were quite good. I would have added a dissolve at the end. But it was just the choice of music which seemed a bit out of place to me really, so don’t kick yourself too hard about it anyway. It’s a lot harder than it looks to put together a trailer, so you did a good job! :smiley:

The deadline is coming close folks. Today and tomorrow I will be hosting testing sessions to test for splitscreen, veteran testing, and try hard testing. If you want a piece of the action then add the tag and I’ll try to squeeze you in. Wednesday midnight/Thursday morning is the release. :wink:

I apologize for the double post. I just wanted to let you guys know that I updated the OP with the full description of the map and a bonus flythrough of the initial rough draft that started Château. Thanks for all of your feedback and support. :wink:

You know if you actually scheduled testing more than 30 minutes in advance then I would have helped with it.
I usually only come online if I’m needed and I have no idea when we’re having testing sessions.

teehee

Let’s hope if it meets the CC’s approval that it sees some action in Objective. Wouldn’t mind limiting guests to the DLC playlists for objectives, or an updated Squad or something, if it means folks can get their 4v4 ctf/assault on in some community maps.

Good news folks. Château has been confirmed to be coming to MM around July 12th. So if you’ve got some feedback then feel free to let me know. :wink:

Awesome I can’t wait to play it along side of think twice and affinity.

Just a heads up peepz… the July matchmaking update was put out earlier today which means you can now go play Chateau in Team Slayer matchmaking. :wink: Enjoy folks and hit me up with feedback.

Looking forward to it. I already told a friend that’s what I wanted to play tonight. Just now got around to reading your update of the OP. I am glad you added the flythrough and the description of your thought process for the map. That was very informative and appreciated.

<4

Really a good map.I’m glad it’s in mm, I had walked around it in forge, and loved the central “bridge”, and the name^^.

is that going in MM?

> Looking forward to it. I already told a friend that’s what I wanted to play tonight. Just now got around to reading your update of the OP. I am glad you added the flythrough and the description of your thought process for the map. That was very informative and appreciated.
>
> <4

Thanks for the support Dax. Have you gotten a chance to play it? Because it was my first game when I played Team Slayer… lol. Glad you like the description and what not. Took me a bit to write and then I copy and pasted it everywhere.

> is that going in MM?

This is already in MM.