Marooner's Bay

Marooner's Bay A5a

Readded cabinets to red spawn

Added new health and ammo kits near mid (might move them closer to team spawns for more of an advantage to attacking teams)

Removed buildings to open up the path toward the flank towards mid
Wow its been a while for this map to get some changes...

This update for Marooner's bay includes the following

Destroyed a massive sniper sight line at mid due to how much range sniper had in the previous versions
Got rid of the main flank path at mid
Started to detail the map more
Got rid of the overhangs around the main paths​

Attachments

  • 20180327200447_1.jpg
    20180327200447_1.jpg
    222.5 KB · Views: 159
  • 20180327200458_1.jpg
    20180327200458_1.jpg
    258.4 KB · Views: 171
  • 20180327200509_1.jpg
    20180327200509_1.jpg
    193 KB · Views: 167
  • 20180327200523_1.jpg
    20180327200523_1.jpg
    206.7 KB · Views: 181
  • 20180327200537_1.jpg
    20180327200537_1.jpg
    181.9 KB · Views: 157
  • 20180327200621_1.jpg
    20180327200621_1.jpg
    145.8 KB · Views: 170
People didn't notice the medium health packs on the map so I decided to double up for more health

Added hazard tape to make capture area a bit more obvious

Clipped roof above the cap
This Update for Marooner's bay includes the following:

  • Reworked the the layout for the map, to divert the "ring around the rosey" like gameplay
  • Added a building to house the control point and to provide cover
  • Enlarged the spawn rooms for aesthetics and for future detailing
  • Began to detail in some areas
  • Made the spawn courtyards smaller
Developer's notes: I have a good feeling with the current layout as I believe it will encourage flanking less than the previous version, I am currently considering the possibility of submitting this map for competitive play for even more feedback.

Attachments

  • 20171008182701_1.jpg
    20171008182701_1.jpg
    142.4 KB · Views: 130
  • 20171008182714_1.jpg
    20171008182714_1.jpg
    155.8 KB · Views: 127
  • 20171008182724_1.jpg
    20171008182724_1.jpg
    197.1 KB · Views: 129
  • 20171008182743_1.jpg
    20171008182743_1.jpg
    187.4 KB · Views: 131
  • 20171008182801_1.jpg
    20171008182801_1.jpg
    176.7 KB · Views: 135
  • 20171008182822_1.jpg
    20171008182822_1.jpg
    120 KB · Views: 121
Version for the next imp, as the previous version was skipped during the last imp
This update of Marooner's Bay includes the following changes:

General changes:
  • The start of Art passing the map to fit its given name
  • made dark rooms lighter
  • fixed patches for vital Health and ammo

Remade spawn rooms:
  • Removed 3rd exit due to lack of use
  • Added an additional spawn points for a total of 16 players per team
  • Moved Resupply lockers
  • fixed an issue regarding my use of clipping
Layout changes:
  • Broke up sight-lines by creating new buildings.
  • changed middle path from spawn
  • changed displacements slightly
  • Added cover on vital points on map near mid
NOTES: I have finally decided what I want most of the Art-pass will look like, however this will take some time, however bear with me because my first "Beta" map suffered from me knowing what the map is supposed to look like, but trying to work around that, meanwhile this time I am working on map first and Art-pass second. Also I just noticed that this map shares its name from a Splatoon 2 map... Heh heh, what a coincidence...

Special thanks to both @Hipster_Duck and those participating in yesterday's IMP test for giving feedback for me to update this map to the current version. :medal:

Attachments

  • 20170921144548_1.jpg
    20170921144548_1.jpg
    154.9 KB · Views: 133
  • 20170921144611_1.jpg
    20170921144611_1.jpg
    134.1 KB · Views: 133
  • 20170921144625_1.jpg
    20170921144625_1.jpg
    161.2 KB · Views: 136
  • 20170921144637_1.jpg
    20170921144637_1.jpg
    113.4 KB · Views: 143
  • 20170921144650_1.jpg
    20170921144650_1.jpg
    133.2 KB · Views: 154
  • 20170921144657_1.jpg
    20170921144657_1.jpg
    162.6 KB · Views: 144
  • 20170921144712_1.jpg
    20170921144712_1.jpg
    92.2 KB · Views: 127
  • 20170921144721_1.jpg
    20170921144721_1.jpg
    158.6 KB · Views: 130
  • 20170921144729_1.jpg
    20170921144729_1.jpg
    108.5 KB · Views: 132
  • 20170921144742_1.jpg
    20170921144742_1.jpg
    79.1 KB · Views: 130
  • 20170921144756_1.jpg
    20170921144756_1.jpg
    116 KB · Views: 137
Thanks again to @Heroriks for pointing out some more flaws for this minor update!

Fixed Red being able to spawn in Blu's spawn room

Fixed texture errors on flank routes.

fixed control point outline texture

Added cover to flank route.
Special thanks to @Heroriks for pointing out the issues with my map to help me make this update possible!

Changes to Marooner's bay include:

  • Remaking both of the team's respawn rooms to try and alleviate possible spawn camping
  • Reworked routes prone to sniper sight-lines
  • Added a new route to each of the team's stairwell rooms for ease of flanking the other team. (if this change is too powerful, I am willing to change this route for the better.)
  • Removed the weird brushwork from before

Hope you enjoy this new version of my map!

Attachments

  • 20170917130206_1.jpg
    20170917130206_1.jpg
    135.4 KB · Views: 124
  • 20170917130220_1.jpg
    20170917130220_1.jpg
    100.4 KB · Views: 128
  • 20170917130231_1.jpg
    20170917130231_1.jpg
    99.5 KB · Views: 120
  • 20170917130239_1.jpg
    20170917130239_1.jpg
    152.2 KB · Views: 123
  • 20170917130249_1.jpg
    20170917130249_1.jpg
    123.4 KB · Views: 111
  • 20170917130301_1.jpg
    20170917130301_1.jpg
    144.9 KB · Views: 117
  • 20170917130315_1.jpg
    20170917130315_1.jpg
    119.3 KB · Views: 121
  • 20170917130334_1.jpg
    20170917130334_1.jpg
    124.3 KB · Views: 124