As last-minute entry to this competition I would like to present you a very original map design. It was drafted from scratch for this competition. We found that there are not many Africa-themed maps out there, and we would like to change that by proposing a map design based on the Serengeti region.
Description with pictures:
This map is intended to be the size of ut4_riyadh (if possible). In the north people spawn covered by big white tents, in the south they spawn inside the village or maybe even inside the huts of that village. From their spawn people can move into several directions. They can take the road to the flag (if it is CTF), or towards one of the transportation devices, or just move into the brushwood (dotted area).
Roads can be anything, either sand roads or just tyre tracks in the grass. In the west, the transportation device is a typical plane, in the east, there are Jeeps. In the middle, there is the river, just like on the picture above. At the river banks there is thick brushwood (dotted area) blocking sight from snipers and allowing some nice close quarter combat. The river is relatively deep, but at the spots where the road crosses the river is more shallow (fording). On the west fording there is a tiny strip of land sticking out of the water, on the right one there are rocks in the water. Both allow one to jump over the water without even getting wet or making too much noise. In the center of the map, there are multiple crocodiles swimming around. You can use them to hop in small jumps over the water (a bit frogger style). Alternatively you can time it right to jump over the water fast. It is also possible to swim below one of their massive bodies to avoid enemy fire. They are well fed and do not mind!
The rocks in the middle of the map are strategic points to control the river region and the trees. The trees are meant to be those typical Serengeti-trees. Each of them is climbable like a ladder and can serve as sniper platform, each of them just close enough to the next one to allow players to jump from tree to tree. It is faster, but it is also exposed to players at the same altitude. If possible, snipers are not supposed to be able to snipe into the other team's brushwood area because sight is blocked (Same principle Wily mentioned).
There are two spots with a star: between those spots, on treelevel-altitude, there is a hot air balloon traveling back and forth. If your timing is right, you can jump onto it from one of the trees.
The map, like it is now, is able to support multiple game types.
CTF: From the flag, there are a few different routes players can go to cap the flag.
- Take the direct road towards the river, transportation devices should provide cover.
- Just hop into the brushwood and be out of sight.
- Due to some nicely placed smaller trees players should be able to get up into the trees easily without having to climb. If they want to get down again I would suggest using one of the giraffe-necks to slide back into the brushwood.
- Hide in the enemy camp before making your way out of the danger zone.
TDM: In TDM it is the classic battle between the camps, village or tents.
BOMB: In bomb mode people think more strategic. Their goal is to blow up the other team's transportation device so they cannot leave the area anymore. Poor lads, most likely future crocodile food.
FFA: It should be possible to evenly spread a larger amount of spawns in the various corners on the map.
CAH: The flag areas, bomb sites, rocks and tall trees qualify as capture points.
Thank you for considering our design proposal. If our map gets chosen as winner we would be available to take part in the development of the map to help working on the details.
The Fallin Angels Clan
This post has been edited by Marvin Nash: 06 January 2014 - 04:51 AM