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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

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This map is DAMN sexy.

 

I congratulate you for making such an awe-inspiring beauty of an arena for 1v1s. It could probably work for 2v2s with some slight adjustments, but all in all it's a good looking map. Can't wait to try it out.

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Lovin dem curves.

 

Only point of feedback:

I'm not a fan of your use of trees for grass, I suggest taking a look at my map Salem II to see what angle I used for them. The way I used them makes the grass look more real imo.

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This map is DAMN sexy.

 

I congratulate you for making such an awe-inspiring beauty of an arena for 1v1s. It could probably work for 2v2s with some slight adjustments, but all in all it's a good looking map. Can't wait to try it out.

Thanks. I actually played it with a 2v2 just recently. The spawning took a hit. The map could indeed work for 2v2 but I'll have to make it larger. I probably won't though since 1v1 was the original plan I had for the map.

 

Lovin dem curves.

 

Only point of feedback:

I'm not a fan of your use of trees for grass, I suggest taking a look at my map Salem II to see what angle I used for them. The way I used them makes the grass look more real imo.

I honestly think it's fine the way I have it. I checked out Salem and it does look nice but I think they both look like grass.

 

Nice piece of work :)

 

 

too bad sprint but it's a 1v1 map so isallgood

The map can actually be played with a no-sprint gametype. Because of its size, gameplay is still rather fast-paced. The jumps work fine with no-sprint too.

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Map updated!

 

-Made the basic jump-ups easier.
-Increased the sniper respawn time.
-Sniper is now on drop spawn.
-Added aesthetics.

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UPDATE

 

-Teleporter receiver node has been moved.

-Structural changes added to blue spawn.

-Jumps by the Speed Boost have been improved.

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Mirage has provided a really great 1v1 experience, its honestly a really solid and fun design and I am happy to see your forging constantly improve Zan.

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Cant find it to download what's the gamertag it's under

There's a download link in the OP.

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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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Some pointers from me:

  • The map looks nice. You're a forger who understands what it takes to improve and you have capitalized on the opportunity thus far.
  • Unsure about the teleporter. A map like this doesn't need one (It can make quicker engagements, but can also do the opposite). Plus, the receiver node is placed in the middle of the flow and the sender node looks like a dryer you could find at Best Buy.
  • I agree about the map looking donut-ish, and honestly, I recommend trying to eliminate the donut trait on this map, since the multiple routes is what causes players to occasionally not find each other. Forcing players to the middle at one time or another will promote more engagements. The case isn't as bad as it could be though.
  • Commander Mirage
  • Featuring your own map is pretty silly IMO, especially when speak subjectively about the map ("The map is gorgeous!"). But I guess...it's your channel, your freedom
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Thanks for the feedback. I'll keep your advice in mind for future projects.

 

  • the sender node looks like a dryer you could find at Best Buy.

I think it looks rather shmexy. The teleporters were definitely something I've debated on keeping for quite a while but I ultimately decided to leave them. That decision may have been heavily influenced by the shmexiness of the sender node. It's like the one time I let gameplay take a back seat to aesthetics.                      

 

don't judge me

 

 

  • Commander Mirage

Yes

 

 

  • Featuring your own map is pretty silly IMO, especially when speak subjectively about the map ("The map is gorgeous!"). But I guess...it's your channel, your freedom

I understand where you're coming from. But like you said, it's my channel. The map IS gorgeous though.

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Love your use of the curved wall piece in those windows, 

very sleek

 

                               Much round

 

So transparent

                                      Gleams in eyes 

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