Definitely not the most original idea, and has been done before, but I thought that it might be fun to do a 6-person collaboration on a steel-type map.
Five people will each tackle a control point, and the sixth person will connect them together and make the spawn rooms.
I've developed a rough sketch of a (hopefully) simple layout for the map, as shown below:
Legend:
-The blue rectangle is BLU's spawn
-The red rectangles are RED's spawns
-init. = initial spawn (RED's initial spawn is disabled when B is capped)
-fwd. = forward spawn (RED's forward spawn is activated when B is capped)
-Each line shows a connection to another area of the map (lines =/= number of routes, there could be more than one route per line if the design calls for it)
-The dotted line going from BLU's spawn to E is an ordinary route. It's dotted to show that it is not connected to RED's spawn
-Lines matching the color of a control point are unlocked when said control point is capped
-Lines with X's matching the color of a control point are locked when said control point is capped
Parts of this design may be subject to change if necessary. This is not a hard-and-fast blueprint.
-The MiP thing is not part of the map, just an idea for the name of the facility/compound/whatever the map takes place in (miplabs / MiP Labs / Mathematics in Progress [or something else similar, very w.i.p.])
The following people are working on this project:
1. Paper
2. Nixon
3. yuuuberman / babu rola
4. DrSquishy
5. MegapiemanPHD
6. Asd417
All the slots are filled!
Five people will each tackle a control point, and the sixth person will connect them together and make the spawn rooms.
I've developed a rough sketch of a (hopefully) simple layout for the map, as shown below:
Legend:
-The blue rectangle is BLU's spawn
-The red rectangles are RED's spawns
-init. = initial spawn (RED's initial spawn is disabled when B is capped)
-fwd. = forward spawn (RED's forward spawn is activated when B is capped)
-Each line shows a connection to another area of the map (lines =/= number of routes, there could be more than one route per line if the design calls for it)
-The dotted line going from BLU's spawn to E is an ordinary route. It's dotted to show that it is not connected to RED's spawn
-Lines matching the color of a control point are unlocked when said control point is capped
-Lines with X's matching the color of a control point are locked when said control point is capped
Parts of this design may be subject to change if necessary. This is not a hard-and-fast blueprint.
-The MiP thing is not part of the map, just an idea for the name of the facility/compound/whatever the map takes place in (miplabs / MiP Labs / Mathematics in Progress [or something else similar, very w.i.p.])
The following people are working on this project:
1. Paper
2. Nixon
3. yuuuberman / babu rola
4. DrSquishy
5. MegapiemanPHD
6. Asd417
All the slots are filled!
Last edited: