Hi! Im going to do a direct copy of the post I made at tek9 yesterday to save me some time. The map has been given positive critique:
LINK to TEK9 post
Pls read it thank you.
--------------------------------
First of all, this map hasn't been made yet. This is just a design I've been working on for a while and I believe it would work exellent in compeditive play.
Why?
I'm probably going to be flamed by some people by saying this but right now, noone of the compeditive cod4 maps are very great. They're fun, but all of them fails at some point.
When I designed this map (called mp_Fence at the moment), I worked with several aspects like the ability to have the same chances succeeding either you choose A plant or B plant. (example of a cod4 map that this doesn't work on is Crossfire)
Another problem with almost all of the existing maps is the chance to make a rotation from A to B and vice versa. its almost impossible to do this without being seen or shot down. It's sad that there's so few suprises in cod4 matches.
I really admire some of the CS maps like de_inferno and the famous de_dust2. Rotation on those maps are very common used tactics. So this is something that I've also tried to make a solution for when designing Fence.
(a cod4 map were a successful rotation is possible is in my mind District(mp_citystreets))
The third main problem I see with many of the maps is the option to play passively. By passive I mean when your team slowly can get close to an objective without being seen. The only map were you are able to play more passively in the current cod4 pool is Strike. Passive play is also connected with teamplay since you often work close to eachother and need to communicate more to succeed with your attack.
So by saying all this, I'm looking for a superb mapmaker. Im not good at mappingtools such as Radiant. I've tried several times but unfortually I haven't got the skill or the time learing it to start of a project like Fence. I want Fence to be fantastic and maybe take a place in cod4s compeditive map pool. For that, I need you :>
Hopefully there's mappers out there that thinks Fence looks interesting and want to have a closer look . For you guys that have ideas how to make the design even better, just post here or send a PM. :)
Fence is, like some of you will notice, resemble the map Crossfire. My idea is however not a replacement of the current Crossfire map though you could say that Fence basicly is the frame of Crossfire but in the end totally remade.
Still, if you pretend it's Crossfire it may be easier to understand the design.
The theme of Fence is going to be a small industry, working with cargo and logistics (boring but its not that important). If you're thinking about Crossfire, then I want you to know that Fence got more narrow streets. The picture doesn't show it but ironicly, Fence also got a slope just like Crossfire. Anyway, First thing you probably notice is the gigant building in the center of the map. This building connects the A and B side and it's an important building if you want to make a sneaky approach. I've widened both sides of the map with alleyways and got rid of the ridicously big CT-spawn area. The CT sniperhouses are also gone and instead CT got a pretty much straight way to the alleyways. Former Kebabhouse got two floors and a bridge over to B-house (Crossfire A-house :P). The bridge design is going to be like some sort of unload system for the lorrys, at least that was my intention. What you also will notice is that the A-bomsite is inside a building. I dont belive this is going to be a problem if there is enough room and entrances (example Crash A-bombsite and de_nuke). The A-house is divided into three different parts. the A-bomb room, the main entrance and the apartment. Beside the apartment there's a ladder which gives direct access to the second floor of the a-house. The A-bomb room is going to have like two floors. Again think of the bombsites of de_nuke and hopefully you understand what I mean.
The B-bombsite is at a inner courtyard. The attacking side got two very fast ways of rushing this site. At the same time, the defensive side got two of the three entraces on their side of the map.
As Fence got two alleyways and one mainroad snipers will play an important, yet tricky role choosing the "right" one.
So this was some info about the Fence design. The "problems" with rotations, passive play option and 50-50% of choosing bombsite has in my mind been solved. Basicly, the main road is the only thing that holds the bombsites apart and its plenty of ways doing a rotation between bombsites fast, and hopefully without being discovered by sucessfully working with smoke and flashes. Passive play has been improved and at the same time I've reduced obvious camping-spots. Hopefully you can with these box pictures pretending how a round could look like. So again, if you think its looking interesting. write here, PM or mail me cause I got more pictures, drawings and my little 3D landscape! So give me some support by telling your mappingfriends and I think this could work out really well! :>
Images:
Fence Above Ways
Fence 01
Defence Spawn View
Fence 02 Ladder
Winrar file with some more images:
LINK