#Challenge on ETG.
#Challenge on Quakenet.
Layout - Heavy Duty is is comprised of two large, interconnected courtyards. Despite it's size, you can get from one side to the other quickly via teleporters or by just "running around the corner". The larger courtyard has a RG and a YA, and the smaller one has a RL, a YA, a MH, and a LG. There are strong vertical features, with three levels and two turrets (with cool windows) overlooking the action. The ground floor has pillars and water and there are some really interesting stairs.
Map Flow - Each courtyard has raised walkways around the edges and platforms or bridges jutting out into the centre. Connected by passages and teleports, your opponent can suddenly appear from several possible directions. The map promotes speed and provides plenty of room for manoeuvring. It also offers extremely large spaces.
Control - Gameplay focuses on the RG, due to the open architecture. However, the MH, RL, LG and one of the two YAs are all in the "smaller" of the two courtyards making this an area which is attractive to control. The second YA is tucked away in a corner of the RG room, making it a vulnerable destination for the respawned player. MH is out in the open and requires a RJ to put you back in command.
Weapons - RL, LG, Rail, GL and two Shottys.
Author's Comments - A major part of our mapping project is to understand what forces are at work that influence or restrict how players interface with the pieces authors build. I asked Mr.CleaN to describe his approach to basic design elements:
What are the key concepts underlying this design?
What sort of gameplay are you looking for?
What suggestions did your playtesters make?
Did you base this design on any "principles"?
Playtester's Comments - Next I asked a|citizen to tell us about the thoughts underlying the changes he recommended:
Initially the RG and RL were both on the larger side of the map while the LG and the GL were on the other. Both YAs and SGs were in the same position as the final version. The Mega was only a 50 health. Playing on this first release showed that one person could simply sit on the RG/RL side of the map controlling both weapons plus a YA and easily win.
Since I was very pleased with the architecture of the map and the placement of the armors, the first step was to move the weapons. No weapons needed to be added or removed since the ones chosen were ideal. We left the RG on the larger side of the map but moved it to a lower position. We placed the GL on that end along with it. This allowed us to put the RL and LG together on the smaller end of the map where they are more effective. The only other major change was to covert the 50 health into a Mega to add even more value to the non-RG side of the map (and throw in an added power struggle item to shift the balance of the map a bit and make the RG player move more). Minor changes beyond that were simply some ammo, health, and shards adjustments.
After much playtesting the map's gameplay ended up very much like I envisioned it. The design promotes fast and furious action while stealth and suprise are rewarded as well. The overall map is not controllable but some of the key elements are. I look forward to playing this map in future tournaments. :)
Finally, I must say that it was a very positive experience working with Mr.Clean. He is very talented and was totally open to my suggestions. I plan on and look forward to helping him out with future maps in any way I can. I think we learned alot from each other.
Citizen of Team Abuse
The Bottom Line -
- Old School
- No Class!
- Body of DOOM
- Heavy Duty
- Ministry of Death