Effluvium

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Effluvium

Postby Terabrion » 15 November 2015, 12:12

Map ID: Terabrion-Effluvium
Map description: Remake of ProxyAngel's cabin fever, this is the 2vs2 version. I have planned something way bigger.
Check out her map here:
http://plazmaburst2.com/?s=9&a=&m=xprox ... &id=698615
and here
viewtopic.php?f=134&t=14700

Map Page Link: http://plazmaburst2.com/?s=9&a=&m=terab ... &id=702444

Brief Description: Stupid thingy to be filled I guess? Oh well, you have 115% Zoom so expect to see less than usually, this is to make the fight more interesting.



Yo before anything else, if you are coming here just to say ''Hey, you copied her map etc, etc, etc.'' then just stop, I obviously contacted her before starting the project itself.
Scissorhands
Another step in an unknown direction
How can I be sure, oh how can I be sure?
Days go by, it seems to grow (it seems to grow)
It feels still right where I am
I can't see you anymore, feel you anymore
These voices are pushing me
They want me to fail (they want me to fail)
I am falling
Nothing to lose, nothing to win
How could I be sure?
Why so sure, why so sure?
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Re: Effluvium

Postby Silent Aurora » 15 November 2015, 12:33

Really good 2v2 version of proxys original map.
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Re: Effluvium

Postby xProxyAngelx » 15 November 2015, 14:14

I'm flattered to have such a beautiful MP adaptation of one of my SP maps.

Thank you. It's very beautiful.


---

Firstly, for it's size, aesthetic qualities aren't exactly packed in terms of details. Instead, simple yet effective atmospheric control is clearly evident. The sewers are generally empty, but their presence is somewhat noticeable with the grates and such. There's also a barely noticeable acid pit under the left grate (barely noticeable in terms of in-game scale), which is a nice addition. The two lamps are in fairly solid positions, and the platforms are clean and smooth. Backgrounds, not only the usurp background in the middle, are good and clean - grate backgrounds are also present.

Sewers are kept humble and dark, leaving the attention on the main floor. Excellent.

---

@Those people who didn't bother to go in-game to test and play around with the map, those black solid covers in the map (The 4 things that protrude out of the ground) are movables that 'disable' for a brief moment after taking a hit of damage - this includes the Railgun, PSI blades and hilariously the defibrillator.

Basically the cover instantly vanishes after taking damage and it rises back up from the ground after 2 seconds or so. I found this pretty interesting - Heavy Railguns have a cooldown longer than the reset time, meaning no single player with a single railgun could overwhelm a single piece of cover. Other than a PSI-blade into Railgun shot combo, it would take the ally firing a follow-up shot to a distant piece of cover to eliminate enemies hiding behind this kind of cover - a one-two punch, so to speak. These covers are so, SO cool. I really love their concept, but it's a pity I couldn't see it in multiplayer gameplay. (I'm quite busy)

The minor small zoom makes a pretty big difference, especially on Heavy Rails in a 2v2. The space is packed and relatively restricting, but overall the experience is unique from normal Rail maps.

All the best with the full version - I'm sure you'll do a great job if you can get the inspiration flowing for the rest!

Yours sincerely,
- Serah


---

Sorry if my criticism isn't up to par. :c
~ ♥ Map Projects ♥ ~
(31/8/2018)
Spoiler: Show More
Main Projects
1. Winter's Wrath - Act 3 (SP) [20%]

Secondary Projects
- Pitifully empty.

Completed Projects
1. Winter's Wrath - Act 1 & 2 (SP)
http://www.plazmaburst2.com/forum/viewtopic.php?f=134&t=14613

2. Phantasmic Mirage (MP)
http://www.plazmaburst2.com/forum/viewtopic.php?f=135&t=15763

3. Cabin Fever: Origins (SP)
https://www.plazmaburst2.com/forum/viewtopic.php?f=134&t=22010
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Re: Effluvium

Postby Silent Aurora » 15 November 2015, 14:16

xProxyAngelx wrote:@Those people who didn't bother to go in-game to test and play around with the map, those black solid covers in the map (The 4 things that protrude out of the ground) are movables that 'disable' for a brief moment after taking a hit of damage - this includes the Railgun, PSI blades and hilariously the defibrillator.


I noticed that when I first sliced them and saw them vanished.
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Re: Effluvium

Postby Terabrion » 15 November 2015, 14:25

xProxyAngelx wrote:-Wall of text-

First of all, thanks (Yes, it is).
I was really thinking about placing that usurpation background or not, yet I finally decided to go for it.
About sewers, also the upper part, I prefered to leave those zones that have no use for this map completely dark, though the sewer will still be quite dark, but not as much as it is now.
I also want to tell that, in the upper part, I will be changing the whole design and make it look more like your original map, like a complete base, with its elevator and kind of bridge (?), as I really loved that and could imagine a ton of things for it.

The sewers might also be way bigger, adding the acid pit from your map but making it so it connects with the right side and outside.

Thanks for everything, once again.

Silent Aurora wrote:Really good 2v2 version of proxys original map.

Thanks bro, I really appreciate it.
Scissorhands
Another step in an unknown direction
How can I be sure, oh how can I be sure?
Days go by, it seems to grow (it seems to grow)
It feels still right where I am
I can't see you anymore, feel you anymore
These voices are pushing me
They want me to fail (they want me to fail)
I am falling
Nothing to lose, nothing to win
How could I be sure?
Why so sure, why so sure?
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Terabrion
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Re: Effluvium

Postby xProxyAngelx » 15 November 2015, 15:39

Terabrion wrote:
xProxyAngelx wrote:-Wall of text-


-Also a wall of text-


Quoting walls of texts in walls of texts is so much fun.

A light-dark contrast is an interesting concept that I'll probably try to experiment with in SP maps, too, not only in future MP map projects.

I removed a lot of movables from the open sourced version, but you can still catch the drift. Yes, that's an elevator shaft. The bridge thing to the right is a skybridge that connects to another building, as a valid 'excuse' for how zombies can spawn from the 2nd floor - it was never implemented, but I digress.

Wow, that's actually pretty great. The sewers in my map are theoretically connected to some surface source, which is how zombies got in them in the first place. Guess Effluvium is more than just a beautiful map in it's adaptation aspect.

Sorry about how the places beyond the entrances/visible spawn areas are extremely bland. I know there isn't much inspiration to derive from the relatively empty and flat areas beyond the spawn zones.

All the best!

Yours sincerely,
- Serah
~ ♥ Map Projects ♥ ~
(31/8/2018)
Spoiler: Show More
Main Projects
1. Winter's Wrath - Act 3 (SP) [20%]

Secondary Projects
- Pitifully empty.

Completed Projects
1. Winter's Wrath - Act 1 & 2 (SP)
http://www.plazmaburst2.com/forum/viewtopic.php?f=134&t=14613

2. Phantasmic Mirage (MP)
http://www.plazmaburst2.com/forum/viewtopic.php?f=135&t=15763

3. Cabin Fever: Origins (SP)
https://www.plazmaburst2.com/forum/viewtopic.php?f=134&t=22010
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Re: Effluvium

Postby Terabrion » 16 November 2015, 16:18

xProxyAngelx wrote:Sorry about how the places beyond the entrances/visible spawn areas are extremely bland. I know there isn't much inspiration to derive from the relatively empty and flat areas beyond the spawn zones.

Actually, there is, leaving the map like that gives room for imagination on how the sewers could be designed.
As I said, I'm making another version, way different from this map but following the dynamic of your map.
Once again, thanks for the feedback!
Scissorhands
Another step in an unknown direction
How can I be sure, oh how can I be sure?
Days go by, it seems to grow (it seems to grow)
It feels still right where I am
I can't see you anymore, feel you anymore
These voices are pushing me
They want me to fail (they want me to fail)
I am falling
Nothing to lose, nothing to win
How could I be sure?
Why so sure, why so sure?
User avatar
Terabrion
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Joined: 10 September 2014, 11:16
Location: Spain

Well Done!

Postby Vexiled » 17 November 2015, 03:00

For a 2v2, it seems pretty well made, with some good features and nicely-made platforms/shapes. The backgrounds seem fitting enough, though I'm not completely sure about the usurpation BG (It's like, weirdly-placed but at the same time interesting and intriguing, no clue why though). But there's one big improvement to be made upon: Space. Now, I'm not sure what Proxy's original SP map looked like (Kudos for having a fan-made map btw), so this could easily be disregarded, but even for a 2v2 it's quite narrow and there's hardly any cover from each other. But as it's a well-made map in general, I'm sure you can find a way to fix that (If this suggestion is taken into consideration, that is).

I do love the map though, with it's darkish environment and all, so well done!
We are machines, tools bereft of heart. We have lived, yet were never alive. Let us die having lived.
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Re: Well Done!

Postby Terabrion » 17 November 2015, 07:42

Vexiled wrote:For a 2v2, it seems pretty well made, with some good features and nicely-made platforms/shapes. The backgrounds seem fitting enough, though I'm not completely sure about the usurpation BG (It's like, weirdly-placed but at the same time interesting and intriguing, no clue why though). But there's one big improvement to be made upon: Space. Now, I'm not sure what Proxy's original SP map looked like (Kudos for having a fan-made map btw), so this could easily be disregarded, but even for a 2v2 it's quite narrow and there's hardly any cover from each other. But as it's a well-made map in general, I'm sure you can find a way to fix that (If this suggestion is taken into consideration, that is).

I do love the map though, with it's darkish environment and all, so well done!

Thanks. But I don't think I will take this suggestion into consideration. I made this map with the idea of a small, fast paced map, I also added heavy railguns for a reason (their reload). It is no coincidence I put those doors and walls in those positions.
Scissorhands
Another step in an unknown direction
How can I be sure, oh how can I be sure?
Days go by, it seems to grow (it seems to grow)
It feels still right where I am
I can't see you anymore, feel you anymore
These voices are pushing me
They want me to fail (they want me to fail)
I am falling
Nothing to lose, nothing to win
How could I be sure?
Why so sure, why so sure?
User avatar
Terabrion
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Re: Effluvium

Postby xChakra » 17 November 2015, 12:49

Dude...
One of the best maps in pb2, one of your everyday works.
[sarcasm] Yeah... Sure[/sarcasm]
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Re: Effluvium

Postby Terabrion » 18 November 2015, 07:51

xChakra wrote:Dude...
One of the best maps in pb2, one of your everyday works.

I don't see it like that but ty anyway.
Scissorhands
Another step in an unknown direction
How can I be sure, oh how can I be sure?
Days go by, it seems to grow (it seems to grow)
It feels still right where I am
I can't see you anymore, feel you anymore
These voices are pushing me
They want me to fail (they want me to fail)
I am falling
Nothing to lose, nothing to win
How could I be sure?
Why so sure, why so sure?
User avatar
Terabrion
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Posts: 117
Joined: 10 September 2014, 11:16
Location: Spain

Re: Effluvium

Postby nexir » 18 November 2015, 17:24

Hot damn! this map is pure fire.

And I want you to know that theres nothing wrong with it.
Last edited by nexir on 18 November 2015, 21:19, edited 1 time in total.
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Re: Effluvium

Postby Krutz » 18 November 2015, 18:19

I feel like this map would have boring gameplay, being that its very linear with not many combat options

the red team seems to have better oppressive angular engagements

i also see some potential issues with door synchronization (if you want me to go into detail, i will)

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Re: Effluvium

Postby Terabrion » 18 November 2015, 20:26

Krutz wrote:I feel like this map would have boring gameplay, being that its very linear with not many combat options

the red team seems to have better oppressive angular engagements

i also see some potential issues with door synchronization (if you want me to go into detail, i will)

As I said, I won't edit anything in this map. Thanks anyway.
Scissorhands
Another step in an unknown direction
How can I be sure, oh how can I be sure?
Days go by, it seems to grow (it seems to grow)
It feels still right where I am
I can't see you anymore, feel you anymore
These voices are pushing me
They want me to fail (they want me to fail)
I am falling
Nothing to lose, nothing to win
How could I be sure?
Why so sure, why so sure?
User avatar
Terabrion
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Joined: 10 September 2014, 11:16
Location: Spain

Re: Effluvium

Postby Krutz » 18 November 2015, 20:30

Terabrion wrote:As I said, I won't edit anything in this map. Thanks anyway.

With all due respect, I did not expect you to oblige to anything I said. I simply stated what I felt about the map

Krutz
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Re: Effluvium

Postby Terabrion » 18 November 2015, 20:46

Krutz wrote:With all due respect, I did not expect you to oblige to anything I said. I simply stated what I felt about the map

And I accepted it, and all I said was that, even if you pointed something out, I will not be editing a map nor taking any kind of suggestion, okay?
Scissorhands
Another step in an unknown direction
How can I be sure, oh how can I be sure?
Days go by, it seems to grow (it seems to grow)
It feels still right where I am
I can't see you anymore, feel you anymore
These voices are pushing me
They want me to fail (they want me to fail)
I am falling
Nothing to lose, nothing to win
How could I be sure?
Why so sure, why so sure?
User avatar
Terabrion
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Posts: 117
Joined: 10 September 2014, 11:16
Location: Spain


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