It’s been a while but i’m back with another map. This time i present to you a map that will cater to more people than my previous two installments. Rockwell brings to the table things that you have probably never seen in a map before. Multi-tiered combat is brought to a whole new level with this map. Despite the fact that there are points of contention, having control the them will not win you the game. No place on this map is safe for campers as every place has multiple approaches.
You can find the whole file set Here. Included in the file set are pics of every tier, a virtual tour(fully rendered for your viewing pleasure), and the actual map. There are no extra gametypes made exclusively for this map since it works well with FFA’s, 2v2’s, and 4v4’s.
Break Down
1st Tier: Contains the teleporters to the 2nd tier on the opposite side, ramp access to 2nd tier directly above, two man cannons to 3rd tier(or 4th if you hit it right), four plasma grenades(90 respawn), and pro pipe(2 extra rounds 180 respawn). Little to no cover will clear sight from one side to the other.
2nd Tier: Two health packs(120 respawn), dmr(3 clips 120 respawn), plasma pistol(120 respawn),needler rifle(3 clips 120 respawn), and four frags(90 respawn). Crowded CQC with hallways created by walls and rocks. Beware of Shark Rock.
3rd Tier: Two DMR’s(3 clips 120 respawn), plasma pistol(120 respawn), two plasma grenades(90 respawn), and minimal cover but quick access to other tiers.
4th Tier: Two snipers(8 rounds 180 respawn), two plasma grenades(90 respawn), and jumping access to 1st, 2nd, and 3rd tier. Jump to 1st tier is extremely difficult and will probably result in suicide. The bases have sight lines of each other but you can get behind cover on top.
Background
I started out with the intentions to make a map completely enclosed with every level connected to the other in some fashion. If you can imagine Count Down but in a smaller space. I quickly ran into the problem of finding space that was big enough to fit the design i wanted and at the same time have a wall efficient enough to cover the map so i scratched the idea and decided to have four levels instead of only three(top level isn’t really a whole tier just tops of the buildings).
Every level was meticulously designed to connect to the other level via ramps or jumps or even lifts. The man cannons were by far the most difficult part of the design as you can imagine how long it takes to fine tune the angles and distances to get it to work every time.
This map can be confusing at first if you dont take the time to understand how it works flow wise. Once you get the hang of the map though i can guarantee that you will enjoy the map.
PLEASE LEAVE FEEDBACK REGARDLESS OF YOUR OPINION. THE ONLY THING I ASK IS THAT YOU EXPLAIN YOUR COMPLAINTS AND CRITIQUES SO I KNOW WHERE YOU ARE COMING FROM/WHAT YOU WANT TO SEE.
Thanks,
WhiteSammy